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#21 The Warp

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Posted 09 January 2009 - 05:39 AM

Players can't zap the "taking of the Destiny" card portion of Paradox's power.  All they can do is zap him when he hands someone their own Destiny card (asking them to in essence "choose between having no power for this encounter and being attacked in the next one).  If Paradox is zapped, the card goes away, which I do need to add to the description.   If they do zap him, he can choose to use his own Destiny card (making himself the defensive player either in the next encounter, of the one after if the opponent refuses to relinquish his own power). 

Like any paradox, there's some trippy thinking about the future when it's used- no doubt.  But I don't think it will be overly confusing. 

And, of course, there will always be at least one power that isn't too worried about Paradox... though Dictator will have more to think about, and Will doesn't care too much, except for how often others are attacking him (and I doubt Will would be the target of Paradox overly much). 



#22 oatesatm

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Posted 09 January 2009 - 08:23 PM

I have really been enjoying all of the home-brew Aliens, so I thought I'd try to see if I could put one together myself.  I am open to suggestions and feedback, and I apologize if this is a duplicate in some way, I can't say that I've gotten to know all 1100+ aliens out there.  So here it goes:

 

LEPER (Restricts Opponent's Ship Movement)

You have the power to Quarantine.  Any time you have a ship, or ships, that coexist on a planet with an opponent(s) ships, use this power to prevent your opponent(s) ships from leaving that planet.  As the Offense or as an Offensive Ally, if you win the encounter, the Defense does not lose their ships to the Warp, but instead coexist on the planet with you, however, Defensive Allies do go to the Warp as normal.  This power supercedes other Alien powers such as Shadow, Hate, Vacuum, etc.

Having been banished for centuries due to their toxic nature, the Lepers have become an extremely close-knit society.  Over time, this society has been able to develop many skils that they promised would one day take them to the far reaches of the galaxy to put others into the same isolation that they were forced to endure.

 

Wild Flare

As the Defense, before ships are launched, you may quarantine any 1 system (Red, for example) that your opponent has ships in, including your opponent's system.  Your opponent may not bring any ships from that system into the encounter and his or her allies may not bring any ships from that system into the encounter.  If your opponent is unable, or unwilling, to send any ships into the encounter because of this Flare, he or she loses the encounter.

Super Flare

During the Regroup Phase, when any other player(s) retrieve a ship, or ships, from the Warp, you may, instead, take 1 ship from each player who is retrieving ships and quarantine them on a planet where you have at least 1 ship, and they have at least 1 ship.  If they have no ships that coexist with any of your ships, they may keep the ship they retrieve to place at any of their colonies.



#23 Adam

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Posted 10 January 2009 - 09:54 AM

 That's a neat idea.  Not the most PC of names though.  :)

The power and the flares seem potentially problematic though as it could cause a player eventually to have no available ships, which the game clearly is trying to avoid, based on the Void's power.



#24 Messianic

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Posted 10 January 2009 - 10:16 AM

That Leper power is just the Gorgon renamed. Nothing new really.



#25 oatesatm

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Posted 10 January 2009 - 10:21 AM

Adam said:

 That's a neat idea.  Not the most PC of names though.  :)

The power and the flares seem potentially problematic though as it could cause a player eventually to have no available ships, which the game clearly is trying to avoid, based on the Void's power.

 

As I was looking at it afterward, I did notice that too, just didn't have enough time to figure out how to adjust it.  I'll probably play around with it to see what evolves.



#26 Big Head Zach

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Posted 10 January 2009 - 11:59 AM

RUNWAY [B:FFGfo] Penalizes Chosen Card Plays (Zach Gaskins)


You have the power to dictate style. As a main player or ally, whenever a card is played during an encounter in which you are involved, you may use this power to take that card and place it face up in front of you (the "display"). A maximum of 5 cards may be arranged in front of you in this fashion; if you acquire a 6th, you must discard one to make room. You may take only one card per encounter in this fashion.

At any time, if any other player wishes to play a card that exactly matches one that is face up on the display, use this power to require that they either sacrifice a ship to the warp, or allow you to draw a card from their hand at random. If a card appears multiple times in the display, the cost is multiplied according to the number of copies on display (i.e. 3 copies of the card raises the cost to 3 ships/3 cards). Once this cost is paid, the card is officially played and is in effect (and may be responded to).

This power can be Cosmic Zapped when you attempt to add a card to the display, or when someone wants to play a card that is on display (eliminating the cost). If a Cosmic Zap is on display when this occurs, it does not require a cost to play (however, Cosmic Zapping others' powers still costs).

History: The Runway are the arbiters of haute-couture in the galactic expanse. They have their numerous sensory organs set on what is fashionable and what is tacky. So when they hear of interstellar conflict, they can't help but stick their noses in and demand that all parties involved engage each other in a stylish, dramatic fashion. Those who go against the opinions of the Runway find themselves socially and financially ostracized for reasons no one seems to be able or care to explain.

Wild: [Main Player] When you reveal your Encounter card, you may discard additional copies of that exact card in your hand to aggregate their effects: Attacks sum together, multiple Negotiates give additional Compensation (1 additional card from opponent's hand per additional Negotiates played), or if used to deal, cause the opponent to lose 1 additional ship to the warp for each additional Negotiate if the deal is quashed/failed (You still only lose 3).

Super: [Any Phase] The cost in ships/card draws is increased to two per copy of the card on display.

 

 



#27 Toomai

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Posted 10 January 2009 - 01:19 PM

SEVER [M:TG] Takes Planets Into Subspace

 

Game setup: Move all but one of your planets off to the side. These planets start the game in subspace.

You have the power of subspace. When you win an encounter as the offense, use this power to take the target planet into subspace. (Your attacking ships and allies land on the planet as usual.) Move the planet off to the side, but keep it in the same player’s system. A planet in subspace cannot be attacked by any player other than you unless he or she has established a colony elsewhere in the same system.

In addition, as a main player, after encounter cards are revealed, use this power to add 1 to your total for each home planet in subspace, and 3 for each foreign planet in subspace.

History: For eons the Severs have resided between universes, waiting patiently for the time to strike. To that end, they have developed technology that can rip out parts of the cosmos and place them into subspace.

Wild: As the defense, you may declare one planet off-limits before the offense chooses the target planet.

Super: When you use your power, you may send any opposing ships to subspace (your alien sheet) instead of the warp. All effects that take ships out of the warp may instead take ships out of subspace and place them in the warp.

This is an Expert and Rules power.



#28 Big Head Zach

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Posted 10 January 2009 - 03:01 PM

I hereby informally dub the Sever as "My Own Private Prawish".



#29 Adam

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Posted 10 January 2009 - 03:32 PM

EDIT: Misread part of Sever.  Sounds very cool.

I like the idea of putting defeated planets off-limits.  It'd be especially useful against powers like Virus and Macron where you sometimes don't even want to win against them if you somehow can, just so the Will with 4 colonies whose turn is next can't score an easy win.



#30 Adam

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Posted 11 January 2009 - 07:20 AM

 CIRCUIT  Trades Technology Cards (Adam Rouse)

You have the power to Switch.  At the start of any other player's turn before Tech is researched, you may use this power to look at all of his Tech cards.  You may then take one of his Tech cards and replace it with one of your own.  All researching stay in their home system and are placed on the newly switched card.

History: From a world of constantly raging electrical storms, the Circuits have long ago learned to use these currents to their advantage.  Preferring to use their opponents' energy against them, the Circuits are confident that conquest of the cosmos is as simple as a flick of a switch.

Restriction: Use only in a game with Tech.

OPTIONAL

Wild: At the start of any other player's turn, you may remove one ship from any of his Tech cards.

Super: You may use your power to switch all of your Tech for all of your opponent's Tech.  If either player ends up with no Tech, his researching ships return to bases.

 

SCIENTIST  Researches Multiple Technology Cards (Adam Rouse)

You have the power to Brainstorm.  When you draw cards from the Tech deck (including at Game Set-up), use this power to place all Tech drawn face down in a stack.  If you already have a stack, add the new Tech to the current stack.  When you place a ship on the stack, it is researching all cards.  If you reveal a Tech and there are still Tech left in the stack, you may leave any or all researching ships on the stack.  You may only reveal one Tech per encounter.  When you are zapped, keep only one Tech from those drawn, but it is still added to the stack.

History: The only race in the universe to discover fire and electricity on the same day they invented the wheel, the Scientists can follow multiple trains of thought simultaneously.  And given time, one of these trains of thought will assuredly lead to the defeat of their enemies.

Restriction: Use only in a game with Tech.

MANDATORY

Wild: When you draw Tech, choose two to keep.

Super: You may reveal one additional Tech.

 

++++++++++++++++++++++++

By the way, there is an alien called MERCENARY mistakenly listed under my authorship on the Warp.  I don't know who created it.



#31 Adam

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Posted 11 January 2009 - 10:23 AM

 Some corrections... I don't understand why the EDIT feature has disappeared from my post despite there being no replies before this one... grumble.

1.  Last sentence of Circuit's power should read "researching SHIPS" not just "researching".
2.  Circuit's power and super power apply only to unrevealed Tech, not to revealed Tech that stay in play.
3.  Scientist's Super should read "one additional Tech PER ENCOUNTER".

Also, although it's not explicit in the way I wrote it (but I don't feel like doing another rewrite and double-posting the same power since I can't edit), if Switch switched Tech with Scientist, he would switch only one card, not the whole stack.  If using Super Switch, he'd unstack them first, and Scientist would stack any received Tech immediately.  Best rewrite might be "Whenever you draw or otherwise receive Tech..."



#32 Toomai

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Posted 11 January 2009 - 11:18 AM

I think the edit feature vanishes once you close your web browser or leave the site or something. Anyway...

PIPE [O:TG] Redistributes Ships At Will

You have the power to relocate. During any player’s regroup phase, you may use this power to move your ships from one colony to another. There is no limit to how many ships you move, where they come from, or where they end up as long as your colonies do not change in number or location.

You may also use this power to move other players’ ships in the same manner, provided both you and the other player have colonies at each end of the move.

History: Everywhere the Pipes go, they form a comprehensive complex of transportation tubes. These superb silos use magic and technology as one to teleport anything to anywhere.

Wild: If you win a colony as the offense or as an offensive ally, you may send some of your committed ships to other colonies.

Super: You may use your power at any time.

This is an Advanced and Rules power.

RESENT [M:TG] Punishes For Not Inviting

You have the power of vengeance. If a main player does not invite you to be an ally, give him or her a Resent token.

When you are a main player, and you oppose a player with one or more Resent tokens, use this power to decrease the opponent’s score by 2 for each Resent token. If your opponent has allies, their Resent tokens are also figured into the total. The affected players’ Resent tokens are then discarded. If this power is zapped, Resent tokens are still discarded.

History: The Resent have always helped others, even when not asked to do so. But when they learned that other races were unwilling to accept unwanted help, they became determined to show everyone else what being “nice” is all about.

Wild: If you are not invited by a main player, you may decrease his or her total by 5.

Super: Your opponents may only discard half of their Resent tokens at once (rounding down).

This is an Expert and Rules power.



#33 The Warp

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Posted 12 January 2009 - 03:38 AM

VICTOR [M:Warp] Wins by Winning

Game setup: Place eight tokens on this sheet (seven if playing with four planets per player).

You have the power to Win. Each time you win an encounter or make a deal as a main player, use this power to discard one token from this sheet. If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.

History: Hailed as conquering heroes, the strapping and clever Victors have been celebrated as favored champions throughout known space. Even their enemies grudgingly admit that the Victor's penchant for winning is admirable and noteworthy. To the Victors go the spoils.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: As an offensive main player, you win an encounter in the event of a tie.

Super: You may use your power as an ally. If the main players make a deal, you may still remove a token even though you are not part of the deal.



#34 Lindsey

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Posted 13 January 2009 - 02:06 PM

Here's a simple one I came up with a while back:

 

FRIEND [O] Enters deals
You have the power of camaraderie.  Whenever a deal is begun, if you are not a member of the negotiations, you may choose to become a member.
 

Restriction: Do not use in a two-player game.


History: A generous, gregarious race, the Friends take pleasure in assisting others -- especially when it is to their own eventual benefit.

Wild: If you fail to make a deal, you do not lose any tokens to the warp.
Super: Rather than becoming an additional member of a negotiation, you replace one of the previous participants.  This counts as a loss for the replaced player.


Comments: The Friend is a pretty dependable way to stop negotiated base-for-a-base game ends. And it's very good at getting you bases quickly if you fall behind. But it's is a pretty tough power to play well, since you can only benefit directly if the other players in the deal agree with you on the terms. If you're too heavy-handed with it, you'll make a lot of enemies and gain nothing for yourself.



#35 Adam

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Posted 13 January 2009 - 04:49 PM

 Sounds like a weaker Diplomat, though I certainly don't mind making Diplomat weaker.  The main text of the alien is rather vague as to how he becomes a "member" of the negotiations, but fortunately the super flare implies how it works.



#36 Messianic

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Posted 13 January 2009 - 04:50 PM

If any of these are ripoffs of already existing powers let me know:

 

Power: HYDRA

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.

 

Power: Lumine

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...

 

Power: Rancor

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.



#37 Lindsey

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Posted 13 January 2009 - 07:40 PM

Adam said:

 Sounds like a weaker Diplomat, though I certainly don't mind making Diplomat weaker.  The main text of the alien is rather vague as to how he becomes a "member" of the negotiations, but fortunately the super flare implies how it works.

That's a good catch on the text.  I decided to edit the version we used for clarity, but my on the fly edit added a new ambiguity.  I'd suggest changing "you may choose to become a member" to "you may choose to become an additional member."

The idea is similar to the Diplomat, but the effect on the game is quite a bit different.  Where the Diplomat increases the number of deals (both directly by using the power, and indirectly by encouraging people to make deals to avoid the Diplomat's power), the Friend tends to discourage them.  But on the positive side, as the Friend you get to be a part of all those deal which do occur.  On the whole, though, it does tend to be weaker than the Diplomat.



#38 The Warp

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Posted 14 January 2009 - 02:49 AM

Messianic said:

If any of these are ripoffs of already existing powers let me know:

Power: HYDRA

Power: Lumine

 

Hydra is similar to DoubleHeader and Feint and Gemini and Decoy...  :)

Lumine is a weaker version of Aristocrat (which is itself kind of a wonky power).  I kinda like Lumine, but if Aristocrat is out there, he pretty much cleans the floor with Lumine.

Rancor is pretty cool... I'd like to try that one out for a bit, and see how it fares.



#39 Rubric

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Posted 14 January 2009 - 05:43 AM

The Warp said:

Lumine is a weaker version of Aristocrat (which is itself kind of a wonky power).  I kinda like Lumine, but if Aristocrat is out there, he pretty much cleans the floor with Lumine.

Lumine gets to pick his hand on every new hand, not just at the beginning of the game. 

But, that happens a couple times per game (more with certain powers), so it is still weaker than Aristocrat, due to Aristo's ability to draw flares every turn.   I like the idea though.  Maybe Lumine should get to choose his draws when he gets rewards too.

Also, I might think about adding text to say he is not allowed to take his own super flare.  (Aristocrat has this text.)

 



#40 Toomai

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Posted 14 January 2009 - 12:00 PM

And now a pair of semi-related aliens (despite being on opposite ends of the thermal spectrum).

MAGMA [M:TG] Erupts Volcanoes On Planets

You have the power to erupt. If you lose an encounter by 10 or more, use this power to cause a volcano to erupt on a planet of your choosing on which you have a colony. All ships on the chosen planet other than yours go to the warp.

History: Formed of silicon-based superheated substances, the Magmas have the skills to turn the eruptions of volcanoes into an art form. Predictably, they also have a temper as hot as their bodies. Even a pointless loss may drive them to rage.

Wild: If you lose an encounter, you may send all opposing ships to the warp. Your opponent still technically wins, and defensive allies do not claim rewards.

Super: You may choose any planet to erupt, not just those you have a colony on.

This is an Advanced and Rules power.

FROST [O:TG] Freezes Ships On Planets

You have the power to freeze. At the start of any player’s encounter, you may use this power to freeze a planet of your choosing. Push the frozen planet away from its system (or mark it with a token). When a planet is frozen, no ships other than yours can launch off of it (unless a player has no other choice, in which case one ship may be launched). Three planets may be frozen at once; freezing another would require you to thaw one out.

History: Extreme axial tilt forced the Frosts to hibernate to survive their ghastly cold winters. Ironically, their hibernation techniques were based around self-freezing. Now, they have decided to bring their icy lockdown upon the rest of the universe.

Wild: As the defense, if you lose an encounter, you may keep your ships on the defeated planet.

Super: You may freeze up to six planets at once. You may not freeze all the planets in a single system.

This is an Advanced and Rules power.






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