Aspect Cards

Need to be made:
Collectibles:
Life
Heart
Hope

Time
Time and Time Again
Power: Encounter
Minor Action — Personal
Effect: You may recharge your aspect boon. Discard this card at the end of the encounter.

Collectible [Time]: A Time aspect player can collect Time and Time Again. You have the following alchemy trait available whenever you level up:
Time Shuffle 1.5 pts. (Collectible Weapon trait)
Choose a second weaponkind. Your weapon can be used as either weaponkind. You can switch between which weaponkind your weapon is as a free action once per turn. Traits incompatible with one weapon may not be taken.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Space
Invasion of Personal Space
Power: Encounter
Minor Action — Personal
Effect: You may flush a void card from your hand and replace it. Discard this card at the end of the encounter.

Collectible [Space]: A Space aspect player can collect Invasion of Personal Space. You have the following alchemy trait available whenever you level up:
Flash Step: 1.5 pt. (Collectible Armor trait)
When an enemy hits you, you may teleport 1 space in any direction. If you were hit by a melee attack, you may teleport to any space adjacent to the opponent instead.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Breath
Breath of Fresh Air
Power: Encounter
Minor Action — Close burst 3
Target: Each creature in burst
Effect: Push each target 1 space. Discard this card at the end of the encounter.

Collectible [Breath]: A Breath aspect player can collect Breath of Fresh Air. You have the following alchemy trait available whenever you level up:
Cya Next Fall: When you Push, Pull, or Slide a target, your allies may make opportunity attacks on that target.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Void
Void Where Prohibited
Power: Encounter
Standard Action — Personal
Effect: Flush your entire hand, and redraw. Discard this card at the end of the encounter.

Collectible [Void]: A Void aspect player can collect Void Where Prohibited. You have the following alchemy trait available whenever you level up:
Eroding 1.5 pt (Collectible Weapon trait)
Hit: You gain a +1 bonus to damage. Each time you hit an enemy with an attack, this bonus increases by 1, up to a maximum of + your level damage. If you end a turn without hitting an enemy, you lose the effects of this trait until you next hit an enemy.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Life
Get a Life
Power: Encounter
Minor Action — Personal
Effect: One unconscious or dead ally adjacent to you is resurrected with hit points equal to their bloodied value. Discard this card at the end of the encounter.

Collectible [Life]: A Life aspect player can collect Get a Life. You have the following alchemy trait available whenever you level up:
Bounce Back 1.5pt (Armor Collectible trait)
You gain 1+1/2 your level in temporary HP when you save from an effect a save can end.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Heart
It Takes Heart
Power: Encounter
Minor Action — Personal
Effect: Make an immediate saving throw against all effects on you that a save can end, with a +2 bonus. Discard this card at the end of the encounter.

Collectible [Heart]: A Heart aspect player can collect It Takes Heart. You have the following alchemy trait available whenever you level up:
Teamwork 1pt (Armor Collectible trait)
You don’t provoke opportunity attacks from enemies granting you combat advantage.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Hope
Last Hope
Power: Encounter
Immediate Reaction — Personal
Trigger: You are dropped to 0 HP.
Effect: You gain 1 HP. Discard this card at the end of the encounter.

Collectible [Hope]: A Hope aspect player can collect Last Hope. You have the following alchemy trait available whenever you level up:
Last Chance 2pt (Weapon Collectible trait)
You gain a +1 bonus to attack and damage when you are bloodied.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Light
Guiding Light
Power: Encounter
Immediate Reaction — Personal
Trigger: You miss with an encounter power that does not have a miss effect.
Effect: You regain use of the triggering power. Discard this card at the end of the encounter.

Collectible [Light]: A Light aspect player can collect ???. You have the following alchemy trait available whenever you level up:
Gambler 1 pt (Weapon Collectible trait)
Add 1d6-3 damage to all attacks.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Rage
Rage Against Fate
Power: Encounter
Minor Action — Personal
Effect: On your next attack this turn, roll two damage dice and use the higher one.

Collectible [Rage]: A Rage aspect player can collect ???. You have the following alchemy trait available whenever you level up:
Forceful 1 pt (Weapon Collectible trait)
Hit: Push the target 1 space.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Mind
Speed of Mind
Power: Encounter
Minor Action — Personal
Effect: You gain +4 to your move speed until the end of your next turn. Discard this card at the end of the encounter.

Collectible [Mind]: A Mind aspect player can collect ???. You have the following alchemy trait available whenever you level up:
Quick On Your Feet 2 pt. (Armor Collectible trait)
Whenever you shift or are forced to move, you may shift an additional 1 space in any direction.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Blood
???
Power: Encounter
Minor Action — Personal
Effect: Gain temp HP equal to half bloodied value. Discard this card at the end of the encounter.

Collectible [Blood]: A Blood aspect player can collect ???. You have the following alchemy trait available whenever you level up:
Refueling 1.5 pts ( Collectible trait)
Once per encounter, when when you become bloodied, you may regain the use of your weapon power.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Doom
Doomed to Fail
Power: Encounter
Immediate Reaction
Trigger: An enemy reduces you to 0 HP.
Target: Triggering enemy.
Effect: You may shift to the nearest space adjacent to the enemy, and make a basic attack against them. Discard this card at the end of the encounter.

Collectible [Doom]: A Doom aspect player can collect Doomed to Fail. You have the following alchemy trait available whenever you level up:
Recoil -1.5 pt (Weapon Collectible trait)
Hit: You take 1 damage that can not be reduced in any way.

Ownership of this card may have additional story implications at the choice of your GM, but it otherwise may only be used to gain the powers listed.

Aspect Cards

Homestuck RPG DaviTheEccentric