The WARP Display Any Alien

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BROADCAST [M:MKP:B] TIPS HAND Marcus Porter (Bad Powers)

You have the weakness of showing. You must keep your hand face up on the table at all times, picking it up only when involved as a main player after allies have committed.

History: A race send only telepaths, the broadcast were under the mistaken impression that they were reading each others minds and set about to conquer the galaxy. They are still trying to come to grips with the apparent fact that the cosmos is entirely made up of beings that can read their minds and have powerful mind shields that resist the efforts of their most gifted listeners!

Restriction: Use only in a game with Bad Powers.

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

Wild1: Both main players must reveal their hands before soliciting allies.

Super: You need not reveal your hand.

Con: Broadcast must keep his hand face up if you draw consolation from him.



GULLIBILITY [M:MKP:B] GIVES PLAN AWAY Marcus Porter (Bad Powers)

You have the weakness of innocence. Your opponent selects his challenge card only after you have revealed yours.

History: The Gullibility do not believe in hiding anything and still have not caught onto the fact that other races do. The current debate in the halls of the Gullible Grand-Fallozal center about whether the consistent string of loses and pyric victories stem from amazing bad luck, or a bad batch of Krunfle sauce biscuits distributed to the troops. This debate is further complicated by the furor caused the revelation by a foreign diplomat that in an effort to deny their very existence, dictionary manufacturers across the cosmos have removed their very name from the dictionary.

Restriction: Use only in a game with Bad Powers.

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

Wild1: Allies need not commit until after cards are revealed. Use the timing rules to determine who must commit first.

Super: Your opponent does not get to see your Challenge Card before playing his (unless he is Oracle).

Con: Gullibility must reveal his card to all players before inviting allies.



JINX [M:MKP:B] FORCES OPPONENT TO PLAY BAD POWER Marcus Porter (Bad Endowment Powers)

You have the power to jinx. Whenever you are a main player in a challenge, your opponent must choose a random power from the Bad Power list and play it for the duration of the challenge. This is in addition to any Bad Powers he or she currently is playing.

History: Scions of bad luck for whoever encountered them, the Jinx have enjoyed their own good fortune as a result.

Restriction: Use only in a game that allows BAD powers.

Notes: The recommended experience level for this power is Novice. This is a Rules type power. This is NOT a bad power.

Wild1: You may zap any or all bad powers in the game for this challenge.

Wild: You may zap any or all bad powers in the game for this challenge.

Super1: Your opponent must keep the bad power you have given them.

Super: Your opponent must keep the bad power you have given them.



KARMA [M:MKP:B] PAYS FOR ACTION Marcus Porter (Bad Powers)

You have the weakness of karma. Whenever you send an opponent's tokens to the Warp, you must set aside a like number of tokens. Two thirds of these tokens go to the Warp and the others must return to a home base to meditate on their misdeeds.

History: A race of cosmic cowboys, the Karma are so afraid of the universe's reaction to their actions that they punish themselves before fate can do it for them.

Restriction: Use only in a game with Bad Powers.

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

Wild1: When you lose tokens to the Warp, all players must lose an equal number.

Super: No tokens from the set aside tokens go to the Warp, and you may place them on any one base you wish, including an unoccupied home base.

Con: Karma must lose an equal number of tokens when he sends yours to the Warp.



MAGOO [M:MKP:B] CAN'T SEE Marcus Porter (Bad Powers)

You have the weakness of blindness. As a main player, your Challenge Card is selected randomly by your opponent.

History: From the same planet as the Laser, the Magoo have adapted to constantly being blinded by their neighbors through the simple process of never opening their eyes.

Restriction: Use only in a game with Bad Powers.

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

Wild1: Both players in a challenge have their challenge cards selected randomly by their opponent.

Super: You may choose your challenge card.

Con: You may draw Magoo's challenge card before he points the cone or asks for allies.



MAYFLY [M:MKP:B] AGES RAPIDLY Marcus Porter (Bad Powers)

You have the weakness of age. Every time you win a challenge as a main player you gain one point. Every time you lose a challenge as a main player you gain two points. Whenever you are a main player, you must reduce your challenge total by the number of points you have accumulated.

History: Living a fraction of the lifetime of their neighbors, the Mayfly have recently made an attempt to subjugate the other races of the cosmos in an attempt to "Learn their secret"!

Restriction: Use only in a game with Bad Powers.

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

Wild1: When you have finished reading this card out loud, count to 10 as quickly as you can. If the main players have not made a deal by the time you finished counting, the deal is unsuccessful.

Super: You do not have to reduce your total by your accumulated points.

Con: You may add Mayfly's points to your total when you are both main players.



MICRON [M:MKP:B] TOKENS ARE AT 1/4 STRENGTH Marcus Porter (Bad Powers)

You have the weakness of smallness. All your tokens count as one fourth of a token (rounding down). You may still only bring 4 tokens into the cone.

History: The little known Micron are the inhabitants of a small planet far out in the Macron system. Determined to outshine their more famous neighbors, they have recently acquired space flight and are out to take on the cosmos.

Restriction: Use only in a game with Bad Powers.

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

Wild1: The total of everyone's tokens in a challenge are divided by 4 (allies as well as main players).

Super: Your tokens each count as one.

Con: Micron's allies are also worth 1/4.



OOKOOC [M:MKP:B] STAYS IN THE WARP Marcus Porter (Bad Powers)

You have the weakness of confusion. Whenever you retrieve tokens from the warp, you must do so randomly. Any tokens belonging to other players drawn are returned to them. You do NOT get to draw again.

History: Originally servants genetically engineered from a species of bird that lays it's eggs in other birds nests after pushing out the original eggs, the Ookooc are the result of a terrible mistake. A backwards instruction in their genetic code causes them to replace their eggs with the eggs of their neighbors. test

Restriction: Use only in a game with Bad Powers.

Wild1: Every player, when they retrieve tokens from the warp, must do so randomly and return any tokens belonging to other players to their owners.

Super: You may take your tokens out normally.



SLUG [M:MKP:B] NEVER MOVES Marcus Porter (Bad Powers)

You have the weakness of lethargy. You may never move your own tokens except onto the cone or into the Warp. Whenever you must place tokens on bases (returning from a challenge as an ally, retrieving tokens from the Warp, etc.) another player may place them for you wherever they like (as long as it is a legal spot for you). This other player will be either the opposing main player or the player whose turn it is next (other than the Slug).

History: Long ago the Slug decided that laying on the ground and not moving were their best defense. They have been doing it so long that they are incapable of moving unless strongly motivated by the thought of more land to lay over.

Restriction: Use only in a game with Bad Powers.

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

Wild1: Everyone must place their tokens on ONE base only when returning them to bases or retrieving them from the Warp.

Super: You may place your own tokens.

Con: You may decide where Slug's tokens are placed.



VAGRANT [M:MKP:B] ONLY COMMITS ONE TOKEN Marcus Porter (Bad Powers)

You have the weakness of wandering. You may only commit one token in any challenge you are involved in.

History: Loners at heart the Vagrants wander the cosmos in groups of one because not only can they not stand the sight of other races, they can't even stand each other.

Restriction: Use only in a game with Bad Powers.

Wild1: No player may enter the cone with more than two tokens.

Super: You may enter the cone with more than one token (but no more than 4).

Displayed 10 powers.