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BAVARIAN ILLUMINATI [O:WWW:2L] MAKES PRIVELEGED ATTACKS Aaron Fuegi (Lucre)

You have the power of privileged attacks. As the offensive player, you may pay 1 Lucre to the box at the start of your challenge, or 2 Lucre immediately after the destiny pile is flipped (and before ALL other powers that occur after the flip), to declare the challenge "privileged". No non-main player may interfere (ally, play cards, use optional powers or use mandatory powers that require any type of decision) in a privileged attack unless forced/allowed to by the actions (card play or power use) of one of the main players and then only in direct response/compliance with that action.

History:

Restriction: Use only in a game with Lucre. Do not use in a 2-player game.

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



BERMUDA TRIANGLE [M:WWW] IS ATTACKED RANDOMLY Aaron Fuegi

You have the power of confusion. Attacks made in your system by players other than you are made against a random target. When a player attacks in your system, make a list of all possible legitimate targets and then randomly select one of those targets by any method the players agree upon. If there are multiple players that can legitimately be attacked on the randomly chosen target (example: a co-occupied moon), the attacker may choose which player to attack.)

History:

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



JOKER [O:rec.c:L] HAS USE OF THE WILD CARD Aaron Fuegi

You have the power of a wild card. When you draw a hand (including at the start of the game), you automatically get the Joker flare as part of your draw, even if it is in another player's hand or out of the game. Also, when you could normally buy cards from the deck, instead of doing so you may buy the Joker flare from any source for 2 Lucre. The Joker flare is immune to loss from one's hand for any reason other than by choice, drawing a new hand as a result of being out of challenge cards, or by use of this power.

History:

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: You may do any of the following things - discard this card instead of another card you played from your hand; if consolation is taken, you may give up this flare instead of any one of the other cards taken as consolation without revealing what card you are protecting.

Super: You may do any of the following things - discard this card instead of another card you played from your hand; if consolation is taken, you may give up this flare instead of any one of the other cards taken as consolation without revealing what card you are protecting.



KILLER [O:WWW] GETS REWARDS RATHER THAN A BASE Aaron Fuegi

You have the power to neutralize. After cards are revealed in a challenge in which you are the attacker, you may call out "neutralize" and add or subtract 10 points from your side's total. However, if you end up winning a challenge in which you called "neutralize", neither you nor your allies (with regular cone) gain the base; instead you all receive standard defensive rewards and return to other bases. The losing side still loses their tokens and the defender loses the base.

History: Spawned from an elder race of beings in another dimension, the Killers focus on doing what they do well. The gains and advancement that preoccupies most other cultures do not interest them. For the Killers it IS "How you play the game".

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

Wild1: As the attacking main player, call out neutralize to add 4 to your total in the challenge. However, if you win, you and your allies do not gain the base and instead receive standard defensive rewards and return to other bases.

Wild: As the attacking main player, call out neutralize to add 4 to your total in the challenge. However, if you win, you and your allies do not gain the base and instead receive standard defensive rewards and return to other bases.

Super1: Gain the base anyway despite calling neutralize, but do NOT gain rewards.

Super: Gain the base anyway despite calling neutralize, but do NOT gain rewards.

Displayed 4 powers.