Heimdallr

Heimdall (from Old Norse: Heimdallr) is the Norse Æsir god of vigilance, light, foresight/foreknowledge, keen senses, and the Bifröst. He is the son of Odin, having nine mothers. Heimdall keeps watch for invaders and the onset of Ragnarök from his dwelling Himinbjörg, where the burning rainbow bridge Bifröst meets the sky.
His emoji is "🌈", representing the burning rainbow bridge that connects Midgard to Asgard: the Bifröst, of which he protects.
== Description ==
Heimdall possesses the resounding horn Gjallarhorn and the golden-maned horse Gulltoppr, along with a store of mead at his dwelling. He is the son of Nine Mothers, and he is said to be the originator of social classes among humanity. Other notable stories include the recovery of Freyja's treasured possession Brísingamen while doing battle in the shape of a seal with Loki. The antagonistic relationship between Heimdall and Loki is notable, as they are foretold to kill one another during the events of Ragnarök. The god and his possessions are described in enigmatic manners. For example, Heimdall is emerald-toothed, "the head is called his sword," and he is "the whitest of the gods."
== Claiming ==
When Heimdall claims his children, a halo of rainbows accompanied by a glowing white white rune-covered horn floats above their head, along with the piercing sound of a goat horn being blown. Heimdall is known to be pretty generous with his claiming, as unlike other gods he actually remembers his kids exist and cares about them a decent amount. He usually waits for them to be taken to Valhalla before he claims them, though, for their safety.
== Demigod Powers ==
=== Major Powers ===
==== Bifröst Warping (Major) ====
* Children of Heimdall have the potential to harness the raw energy of the Bifröst in a few ways, but one of the most notable is their ability to call upon the Bifröst to transfer people to another place. To successfully utilize this power, they must have a clear image of where they want to go in mind or a physical image or accurate model of where they want to go. However, the raw power that the Bifröst holds is very overwhelming to channel in this way, so at all levels upon reaching the destination the child of Heimdall is likely to collapse out of exhaustion and physical stress.
* Level 1-3: Children of Heimdall can transfer up to one person (including themselves, meaning if they choose to take themselves they cannot send anyone else) up to 5 miles away in any direction. This cannot be used to travel between worlds and this cannot be used while within Ginnungagap or on the branches of the World Tree. They can use this power once every three months, replenishing in exactly 90 days.
* Level 4-6: Children of Heimdall can transfer up to two people (including themselves, meaning if they choose to take themselves they can only send one other person) up to 10 miles away in any direction. This cannot be used to travel between worlds and this cannot be used while within Ginnungagap or on the branches of the World Tree. They can use this power once every two months, replenishing in exactly 60 days.
* Level 7-8: Children of Heimdall can transfer up to three people (including themselves, meaning if they choose to take themselves they can only send one other person) up to 15 miles away in any direction. This cannot be used to travel between worlds and this cannot be used while within Ginnungagap or on the branches of the World Tree. They can use this power once every month, replenishing in exactly 30 days.
** Level 8 Superpower: Children of Heimdall can create a beacon of the Bifrost’s energy that serves as a warpgate to any location in any of the nine worlds. Anybody can use this, and there’s no limit to how many people can pass through. However, going into restricted areas still bares the consequences of "hey, Hela! Just showed up on your front doorstep using the nuclear power of my dad's rainbow bridge, can I come in?". This cannot be used while within Ginnungagap, but it can be used while on the branches of the World Tree. The beacon stays active for 3 turns or until the Child of Heimdall passes through. Upon disappearing, the Child of Heimdall blacks out instantly, and they can’t use any of their powers for a full 24 hours. They can use this power once per year, replenishing on the day that it was used.
==== Bifröst Manipulation (Major/Minor) ====
* Another way children of Heimdall have the potential to utilize the potent energy of the Bifröst is in a more combative way, channeling its celestial energy into an attack to turn the tides of battles. When an enemy is struck with an attack that has any form of Bifröst energy, they are not damaged, instead the Bifröst energy clings to them. If they are hit with another non-Bifröst-imbued attack, then the Bifröst energy's unstable nature will fire off, causing a powerful blast of energy that deals extra damage to the afflicted enemy. This happens in addition to the second non-Bifröst attack, and is equivalent to whatever damage the individual would've received from the Bifröst-imbued attack had it not been enchanted with Bifröst energy, except it's always in blunt damage (instead of slashing or piercing). The Bifröst debuff is temporary, and runs out if it is not exploited. If an enemy afflicted with the Bifröst debuff outlasts the debuff's duration, the effect wears off with no adverse effects.
* Practical example: if they were hit with a sword slash imbued with Bifröst energy, they would not be hurt by the blade, but instead would be coated in Bifröst energy. If they were then attacked a second time with a mace not imbued with Bifröst energy, they would experience the damage from the mace as well as "phantom damage" equivalent to the damage the sword slash would've given, except instead of being slashing damage it would be manifested as blunt damage.
* Bifrost Debuff Information:
** Attacks inflicted with Bifröst energy do not deal normal damage, instead inflicting the "Bifröst" debuff.
** Upon being struck by Bifröst energy, the afflicted enemy will bear the Bifröst debuff for a base 2 turns, with the timer being refreshed for every time they're hit consecutively by a weapon imbued with Bifröst energy with the damage stacking as well.
** If an enemy is hit with a non-Bifröst attack, then the Bifröst energy will explode, inflicting blunt damage equal to the damage that would've been received from the attacks had they not been enchanted.
** The Bifröst debuff does count as a curse, meaning it's affected by powers or effects that would prevent, cure, or disable curses temporarily.
* Level 1-3: Children of Heimdall can imbue a weapon with Bifröst energy, giving it the enchanted effect for 3 turns. Any attacks made with that weapon for the duration will inflict the Bifröst debuff, as detailed above. They can enchant a weapon once every 24 hours.
* Level 4-6: Children of Heimdall can imbue a weapon with Bifröst energy, giving it the enchanted effect for 4 turns. Any attacks made with that weapon for the duration will inflict the Bifröst debuff, as detailed above. They can enchant a weapon once every 24 hours.
* Level 7-8: Children of Heimdall can imbue a weapon with Bifröst energy, giving it the enchanted effect for 5 turns. Any attacks made with that weapon for the duration will inflict the Bifröst debuff, as detailed above. They can enchant a weapon once every 24 hours.
** Level 8 Superpower: Children of Heimdall can create a ranged attack from raw Bifröst energy, which creates an AOE effect that inflicts the Bifröst debuff on all creatures in a 5 foot radius. This can be used once per month, replenishing in exactly 30 days. This power cannot be used if a weapon has been enchanted within the 24 hour cooldown, and using this power causes the 24 hour cooldown for enchanting to go into effect as well. 
=== Moderate Powers ===
==== Precognition (Moderate) ====
* While not fully able to see the future, children of Heimdall can gain glimpses of events to come, but only within a short time frame. This power is especially useful in immediate tactical situations.
* Level 1-3: Children of Heimdall can receive a glimpse of a few branching events, with a 2-3 second window of time being visible. They can see event within 48 hours of using the power. They can use this power once per week.
* Level 4-6: Children of Heimdall can receive a glimpse of a single event a few seconds into the future, allowing them to adapt based on this. They can use this power once per day. Additionally, they can now see events up to 72 hours away with the previous tier of this power's ability.
==== Protection Ward (Moderate) ====
* Children of Heimdall can establish mystical beacons of security in specific locations. These beacons provide heightened protection in the designated area, making it nearly impervious to unauthorized entry or harm.
* Level 1-3: Children of Heimdall can block off up to three doors from unauthorized entry from any living creatures. This lasts up to 5 turns and can be used once per day. 
* Level 4-6: Children of Heimdall can create a singular beacon that protects an entire medium sized building, fortifying its walls and blocking its entry points for up to 7 turns. This can be used once per week. 
==== Surveillance System (Moderate/Minor) ====
* Children of Heimdall can create a surveillance “camera”, which appears as an orb of glowing rainbow light from the Bifrost. They can transfer their sight to the orb if they’re in range of it, allowing them to view the area. If the orb gets hit while they’re looking into it they feel recoil as if they got punched in the face, and the orb disappears.
* Level 1: Children of Heimdall can create one orb, and can access that orb if they’re within a quarter mile of it. The orbs last for up to 12 turns at a time, and a full set (one) can be created once per day.
* Level 2: Children of Heimdall can create two orbs, and can access an orb if they’re within a half mile of it. The orbs last for up to 12 turns at a time, and a full set (two) can be created once per day.
* Level 3: Children of Heimdall can create three orbs, and can access an orb if they’re within a mile of it. The orbs last for up to 12 turns at a time, and a full set (three) can be created once per day.
* Level 4-6: Children of Heimdall can now simultaneously view all three of their orbs at the same time without distraction, and while viewing all three at once the damage experienced from them getting destroyed is scaled similarly (1/3 for if all three are up, 1/2 if two are up, 1/1 if only one is up).
==== Telepathy (Moderate/Minor) ====
* Children of Heimdallr can transmit their voice across large distances. So long as they can picture the person in their mind and they're within range of them, they can speak to them telepathically. This is a one-way thing, meaning the person can't speak back to them (except when using the passive).
* Passive: When making physical contact with an individual, they can transmit telepathic thoughts back and forth. This has no drain on stamina and no turn duration.
* Level 1: Children of Heimdallr can transmit their voice up to a mile away for 3 turns at a time. They can use this power once every 24 hours. This cannot be used on targets in another world.
* Level 2: Children of Heimdallr can transmit their voice up to two miles away for 5 turns at a time. They can use this power once every 36 hours. This cannot be used on targets in another world.
* Level 3: Children of Heimdallr can transmit their voice up to three miles away for 7 turns at a time. They can use this power once every 48 hours. This cannot be used on targets in another world.
* Level 4-6: Children of Heimdallr can now choose to transmit their voice on targets in another world, however it takes a lot more energy. There is no range limitation when sending transmissions between worlds, but they can only do it for a maximum of 3 turns and they can only perform this feat once per month.
=== Minor Powers ===
==== Eternal Vigilance (Minor) ====
* Children of Heimdall possess the power to remain awake and alert for extended periods without tiring. This ability allows them to stand guard and protect their allies without succumbing to fatigue.
* Level 1: Children of Heimdall can stay awake for a number of days equal to 1 * the number of allies around them at the time of the power's activation without tiring. They can activate this power once per month, and they can stay awake for a maximum of 8 days at a time with this power.
* Level 2: Children of Heimdall can stay awake for a number of days equal to 1.5 * the number of allies around them at the time of the power's activation without tiring. They can activate this power once per month, and they can stay awake for a maximum of 10 days at a time with this power.
* Level 3: Children of Heimdall can stay awake for a number of days equal to 2 * the number of allies around them at the time of the power's activation without tiring. They can activate this power once per month, and they can stay awake for a maximum of 12 days at a time with this power.
==== Sensory Overload (Minor) ====
* While their enhanced senses are commonplace for them, they can easily be overwhelming for those who aren't use to them. By temporarily imparting their superhuman senses on an unsuspecting individual, children of Heimdall can mentally flashbang their enemies with the unnatural feeling.
* Level 1: Children of Heimdall can give a brief disorientation on one enemy within melee range that lasts 1 turn. This can be used once every 8 turns.
* Level 2: Children of Heimdall can give a brief disorientation on up to two enemies within a melee foot radius that lasts 2 turns. This can be used once every 10 turns.
* Level 3: Children of Heimdall can give a brief disorientation on up to three enemies within a 5 foot radius that lasts 2 turns. This can be used once every 12 turns.
==== Bifröst Vision (Minor) ====
* Children of Heimdall can focus Bifröst energy into their eyes, enhancing them to a nigh-divine levels of vision. For the duration, they are unaware of their current surroundings, but are instead given the ability to see through objects as if they were on the other side of them. After this power wears off, they are blinded for 3 turns.
* Passive: The eyes of a child of Heimdallr are able to change, often with their emotions. Use basic "color emotion" theory for this. When idle, their eyes can occasionally be seen swimming with rainbow colors. When they activate the actual levels of the power, their eyes become solid spheres of Bifröst light; they're very bright and very pretty, but very painful to look at.
* Level 1: Children of Heimdall can see through up to a quarter mile of material, but can choose to stop before this limit. This vision lasts 3 turns and they can use this power once every 12 turns.
* Level 2: Children of Heimdall can see through up to a half mile of material, but can choose to stop before this limit. This vision lasts 3 turns and they can use this power once every 15 turns.
* Level 3: Children of Heimdall can see through up to a mile of material, but can choose to stop before this limit. This vision lasts 3 turns and they can use this power once every 18 turns.
=== Given Powers ===
==== Enhanced Senses (Given) ====
* Children of Heimdall have an abnormally enhanced sense of sight and hearing. If they concentrate, they can even temporarily mimic their father's ability to "see for over a hundred leagues" and "hear the grass grow". 
==== Hǫfuð (Given) ====
* Children of Heimdall tend to have a proficiency in blades, and can use two handed swords as if it was one handed.
==== Gjallarhorn (Given) ====
* If a child of Heimdall is to blow a goat horn, everyone in a 5 mile radius hears it as if they were right next to them. It’s not any louder, the sound itself just carries across the air flawlessly.
==== Sentry (Given) ====
* Children of Heimdall are really good at standing really still, much like a guard or lookout would.
==== Truthful Aura (Given) ====
* Children of Heimdall emits an aura of trustworthiness and honesty. People instinctively find them to be credible and are more inclined to confide in them or seek their counsel.
==== Night Watch (Given) ====
* Children of Heimdall are particularly adept at staying awake during the night and maintaining vigilance in low-light conditions. They can see clearly in the dark and remain alert even during the darkest hours.
Category:Norse
Category:Gods - Norse