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ANOREXIC [M:WWW:B] Maximum Hand of Seven Cards Patrick Riley (Bad Powers)

You have the weakness of destructive weight loss. You may never have more than 7 cards. If you receive more than 7, you must keep the first 7 and discard the rest. You may not pick-and-choose which card(s) to keep.

History: The Anorexics built their civilization on the abstention from vices and temperance in all other things. Wary of the evils of gluttony, they strictly regulate the distribution of resources and wealth throughout their society. Now they march into space, bringing their higher moral order to the cosmos.

Restriction: Use only in a game with Bad Powers.

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

Wild1: All players must discard down to 7 cards.

Super: You are not limited to 7 cards, but you may not discard cards intentionally.



BENEFACTOR [M:WWW:B] Gives Good Cards Away Patrick Riley (Bad Powers)

You have the weakness of charity. As a main player, before cards are played in a challenge, you must give your opponent a kicker, an edict, or a flare. If you have none of these, they may look at your hand and pick a card they want. They are not obligated to take a card.

History: The motivations of the Benefactors far exceed those of self-serving "Philanthropists." Their motto is "Give 'til it hurts." By giving things of true value, rather than cans of lima beans and worn-out clothing, the Benefactors will bring the cosmos together in peaceful harmony under their righteous rule and guidance.

Restriction: Use only in a game with bad powers.

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

Wild1: Look through another player's hand, pick a card, and give it to a different player, other than yourself.

Super: You need not give your opponent anything before cards are played in a challenge.



DICTATOR [M:rec.c] Controls Destiny Pile Patrick Riley (Revision)

You have the power to command. Whenever other players would go to the Destiny Deck, you may search through the deck and choose which Destiny Card is selected. You may also choose any one Comet in addition to the system card. On your own challenges, shuffle the Destiny Deck and draw a card at random.

History: Grotesque creatures rejected by an old and cultured world, the Dictators pushed and clawed their way to planetary dominion. Relentless in their demands, they turn friend against friend to do their bidding. Recently they have begun to tire of toying with the weak races at home and seek to call terms for the Universe.

Restriction: Do Not Use With Siren

Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Alternate version of Dictator. From Patrick Riley: "This prevents abuse by selecting the same color over and over (deadly if Dictator is also Disease, or if Assassin is in the game). The destiny deck is not an artifact like Miser's hoard or Terrorist's bomb list; Dictator does not actually own the deck, just controls it. Will still ignores the color, but Dictator still has the opportunity to unload a specific color as well as play any special destiny cards. Will uses the normal or reverse cone as dictated by the destiny card selected by Dictator.

Wild1: You may propose an alternate color to the one on the destiny card. All players then vote on either the original flip or your proposal. Each player gets one vote, and you decide ties.

Super: You may command the Attacker to challenge a specific planet in the defensive system once the system color is determined, if he can make a legitimate challenge there.

Con: You may draw a Destiny card at random on your turn.



ETHIC [M:rec.c] Receives Compensation for Losing Patrick Riley (Revision)

Every time you are a main player and reveal an Attack Card in a challenge and lose, you collect 4 consolation cards at random from your opponent. If he does not have 4 cards, you take the cards he does have. You may discard any of these consolation cards that you do not want.

History: Ascribing to a moral code of the utmost purity, the Ethic sets a universal standard of conduct. Those who would harm the Ethic find themselves curiously repentant. Knowing that they are possessed of the One True Way, the race of Ethics now seeks to convert Outsiders through moral suasion.

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

Wild: Every time you take any new card(s) from the deck into your hand, you may feel guilty and give away some of them to other players. You may not, however, give away more than 3 cards per challenge in this way.

Super: You may use your power as an ally.



FLOWER [M:WWW:B] Tokens Die on Destiny Draw Patrick Riley (Bad Powers)

You have the weakness of withering. After destiny is flipped, one of your tokens from that system, chosen by the system owner, goes to the Warp.

History: When the short-lived and fragile Flowers ventured into space to colonize new planets, they found the conditions no better out there. Every time they try to set down roots in a new home, they find something in the soil, solar radiation, or fauna harmful to their health.

Restriction: Use only in a game with bad powers.

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

Wild: After destiny is flipped, move one of your tokens from the warp to a planet in that system.

Super: After destiny is flipped, your tokens are not withered.



HYPERION [B:rec.c:Hy] USES HYPERSPACE AS HOME SYSTEM Patrick Riley (Hyperspace)

You have power over hyperspace. At the start of the game, if there are less than 5 hyperspace stations, add extras to bring the total to 5. These extra stations do not belong to any other system. Distribute your tokens evenly among the hyperspace stations, sharing them with other players’ tokens. When your color is drawn from destiny, the challenge must be against a hyperspace station. You may prevent any one player from using tokens from hyperspace to ally in a challenge.

History: The lost colonists from a system that went supernova, the Hyperions have made hyperspace their home. Resentful of all the alien races who have infiltrated their home, the Hyperions are determined to show them how it feels.

Restriction: Use only in a game with Hyperspace. Do not use in a game with Filth.

Wild: Move any hyperspace station into its system, giving the system a 6th planet. Use once and discard.

Super: You may prevent any player from moving tokens from normal space to a hyperspace station.



LEMON [M:WWW:B] Takes Only One Challenge Patrick Riley (Bad Powers)

You have the weakness of breakdown. You may only take one challenge per turn and may not use a Timegash to make a challenge.

History: They used to be state of the art. Their software was the bleeding edge. Their hardware was years ahead of its time. But now the latest generations of machines have made them obsolete. Some races reach for the stars in search of conquest, wealth, and fame. The Lemons are just looking for spare parts from the junk yards of other systems.

Restriction: Use only in a game with bad powers.

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

Wild1: If you lost your first challenge you may take a second challenge. If you won both your challenges, you may take a third.

Super: You may take a second challenge if you win the first challenge.



MAMMON [M:WWW:B] Places Only One Token in Cone Patrick Riley (Bad Powers)

You have the weakness of obesity. You may never place more than 1 token in the cone as an offensive player or ally.

History: After generations of struggle, the Mammon engineers finally created a warp drive that could carry the great girth of even one of their race. By throwing their weight around, Mammons strive to become masters of the cosmos, literally swallowing their enemies.

Restriction: Use only in a game with bad powers.

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

Wild1: There can be no more than 4 tokens total on either end of the cone.

Super: You may place up to 4 tokens in the cone.



MONK [M:WWW:BL] Does Not Use Lucre Patrick Riley (Bad Powers)

You have the weakness of poverty. Your lucre has no value. Any lucre you receive is set aside and cannot be used. You may not spend, trade, or give away your lucre.

History: The Monks have transcended the value of money and material possessions. Now they reach out to a greedy and unenlightened cosmos to spread their wisdom and kick some ass.

Restriction: Use only in a game with Bad Powers and Lucre.

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

Wild1: All players split their lucre into two halves as equally as possible and discard the bigger half.

Super: You may use the lucre set-aside for you normally.



PARIAH [M:WWW:B] Targeted by Other Players Patrick Riley (Bad Powers)

You have the weakness of being hated. If you have tokens anywhere in the defensive system, the offensive player must attack you there. If you have multiple bases in the defensive system, the offensive player chooses which to attack.

History: Reviled and loathed throughout the cosmos, the Pariah are under constant attack no matter where they go. If they cannot be loved, they will love to be hated, and take their wrath and frustration out on the rest of the star-faring races.

Restriction: Use only in a game with Bad Powers.

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

Wild1: If your color is drawn from destiny, you may force the offensive player to either attack another player in your system or draw again.

Super: The offensive player may not target you outside your system.



PENITENT [M:WWW:B] Gives Opponent Consolation Patrick Riley (Bad Powers)

You have the weakness of guilt. If you win a challenge, your opponent is entitled to consolation as if he had played a compromise card. Losing allies do not get consolation.

History: The Penitents feel guilty for every victory won and must make reparations to those poor unfortunate souls they conquer.

Restriction: Use only in a game with Bad Powers.

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

Wild1: You may collect consolation from a challenge you lost even if you did not play a compromise card.

Super: Your opponent is only entitled to consolation under normal rules.



RIFFRAFF [M:WWW:B] Discards Non-Challenge Cards Patrick Riley (Bad Powers)

You have the weakness of squandering. You may not keep any kickers, edicts, or flares. Any time you receive one of these cards, you must discard it immediately without using it. You may keep your super flare.

History: The Riffraff evolved on backwater planets with minimal mineral wealth and low property values. Fed up with their "cosmic trash" status, they set out to conquer the higher-rent districts of the cosmos. Unfortunately, they are so accustomed to limited resources, they have no idea how to recognize a good thing when they have it. When they find something of value, they waste it.

Restriction: Use only in a game with Bad Powers.

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

Wild1: Every player must give you a kicker, edict, or flare. They choose the card to give you.

Super: You may keep kickers, edits, and flares so long as you hold this flare.



SAMURAI [M:WWW:B] Loses Tokens on Compromise Patrick Riley (Bad Powers)

You have the weakness of seppuku. If your opponent plays a compromise and you did not, all your tokens in the challenge go to the Warp. Your allies' tokens remain. Your opponent's tokens are still lost.

History: Believing that defeating an unarmed opponent is the most dishonorable thing imaginable, the samurai restore their honor through ritual suicide.

Restriction: Use only in a game with Bad Powers.

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

Wild1: If you play a compromise, your tokens are not lost but instead return to other bases.

Super: You need not commit seppuku.



SPORTSMAN [M:WWW:B] Gives Opponent Second Chance Patrick Riley (Bad Powers)

You have the weakness of fair play. If you win a challenge, you must give the other player a second chance. You and your opponent must then play kickers and challenge cards a second time to determine the outcome of the challenge. Unless you have no other challenge cards, you cannot use the same card again in the same challenge, though your opponent may.

History: Burdened by a an overdeveloped sense of fair play, the Sportsmen always want to make sure that they earned every victory and no one can say they didn't give anyone a chance. Besides, it's more fun this way.

Restriction: Use only in a game with Bad Powers.

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

Wild1: The current challenge is resolved by a rock-papers-scissors contest, best 2 out of 3.

Super: If you win the first time, good for you. No second challenge required.



SUBMISSIVE [M:WWW:B] Obeys Other Players Patrick Riley (Bad Powers)

You have the weakness of obedience. You must deal the cards, be the banker for lucre, draw from destiny, and any other game-related menial task the others players ask of you. You may never look another player in the eyes. You must perform the acts exactly as instructed and if there is ambiguity, you must ask for clarification. You get nothing in return except the satisfaction of a job well done. If Butler is in the game, he/she is your master/mistress and you may not take orders from anyone else, unless the Butler explicitly allows you to. For every infraction of the above, you lose a token to the Warp.

History: Submissives fully appreciate the pleasure and fulfillment that comes from servicing their masters and mistresses. They now reach for the stars in search of new life forms to serve.

Restriction: Use only in a game with Bad Powers.

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

Wild1: In a deal situation, your opponent must accept your conditions (and like it), so long as they are legal and do not result in your immediate win.

Super: When a player tells you to do something, you may ignore them, and do not suffer the penalty.

Displayed 15 powers.