If any of these are ripoffs of already existing powers let me know:
You have the power to divide attacks.
When you are the offensive main player in an attack you may attack two planets at the same time. You must aim the cone between them; they must be adjacent planets with ships on both of them of your main opponent. The defensive main player must now play two encounter cards, one for each of his colonies under attack. It is possible to win or lose both battles, or win one while losing the other. You must then split up your ships equally between the two conquered planets should you win; yet your allies must choose which planet they want a colony on; they cannot have both. As a defensive main whenever you lose an encounter send half of the ships of that colony rounded up to the warp and place the rest on any other colony of your choice, must it must go to only one colony. Lone ships are sent to the Warp.
Wild: You may play two attack cards together during an encounter in which you are the main player.
Super: You may attack three adjacent planets. Upon losing defense send only a third of your ships rounded up to the Warp. Lone ships are sent to the Warp.
History: The hydra are an ugly amphibious race of deep-space dwelling creatures. Rising to dominance in their home world earlier in their history, the Hydra are able to survive in the vastness of space itself. With their multiple heads and appendages they can bring down many adversaries at once in battle; even their ships have this signature mark on them.
You have the power of Insight.
You must draw your first hand of cards last. When drawing your first hand, or any new hand of cards, you may look through the remaining pickup pile and make an 8 card hand of your own choosing.
Wild: You may look through the pickup pile at the beginning of any player's encounter once, but must keep cards in exact order.
Super: You may look through the pickup pile at the beginning of any player's encounter once, but must keep the cards in exact order. At the beginning of your own turn you make look through the pickup pile and rearrange it to your desire once.
History: The incredibly powerful mental and spiritual energy the Lumine exude has been known to intimidate lesser races who have even though about fighting against them. These beings practically create their own worlds and are never left in the dark nor are unprepared for cosmic battles for dominance. It is even said that some of these beings can manipulate entire events of history should they be given the chance...
You have the power of persuasion.
At any time during any players turn you may effect any outcome you desire to happen if you can successfully get a majority of players to agree with you, once. This can include but is not limited to: a certain player automatically losing a fight or winning it, despite cards played, denial of offensive or defensive rewards, removal of a colony, more or less ships moved to or from the Warp. Possibilities include anything that will not create an instant win and will not allow any player to gain or lose more than one colony in a turn. This power cannot be used to effect any turn other than the one it is used on and can only effect one player. If you successfully persuade the majority to your opinion, gain one persuasion token and then enact the agreed upon decision. During your turn only you may discard this token and effect any one action you desire without any other player needing to agree with you, provided it follows the before-mentioned rules.
Wild: You may use this power on a turn in which you are not a main player to threaten a player to give you ships, a colony, or cards or else his power is zapped this turn.
Super: You do not need to discard your persuasion tokens on your turn when you use them, and you only need half of the player to agree with you to gain a new token.
History: The Rancor are quite the talkers. Gifted with golden mouths, literally. These mineral-based beings are so skilled in the art of manipulation, they have honed it to a fine degree, and convince their enemies to destroy themselves. Stirring up trouble for their own profit is second-nature to the Rancor, and many aliens must come to grips with these creatures in the Cosmic Encounter.