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BLACKOUT [O:Warp:B] FORFEITS USE OF POWERS Jack Reda (Bad Endowment Powers)

You have the power to suppress. As a main player, you may forfeit the use of all of your additional powers, as well as the use of flares, edicts, kickers, etc. You may only play Challenge Cards for the remainder of the challenge.

History: The Blackouts have a keen instinct for when to fight with every resource under their control, and for when to make use of the bare essentials. This talent has kept them from having their weaknesses exploited, and from making embarrassing remarks at intergalactic functions.

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. This is NOT a Bad Power.

Wild: When you are not involved in a challenge, you may force both players to choose their Challenge cards at random. Use once and discard.

Super: Your opponent may not use any of his powers if you choose to not use your own.



CARETAKER [O:Warp:B] REARRANGES BAD POWERS Jack Reda (Bad Endowment Powers)

You have the power of caretaking. At the start of each turn, you may rearrange the other bad powers in the game, exchanging one player's bad power with another. Each player must keep the same number of bad powers they started with, and every player must get a different power, excluding yourself.

History: Desperate to keep things under control, the Custodians constantly work to put the problem children in the proper homes. In a universe composed mostly of problem children, they have their work cut out.

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. This is not a Bad Power.

Wild: When the discard pile needs to be reshuffled, you may do it, dealing yourself three cards after you do.

Super: You may include your Bad Power when rearranging Bad Powers between players.



CONTAGION [M:Warp:B] SHARES BAD POWER WITH OPPONENT Jack Reda (Bad Endowment Powers)

You have the power to infect. Whenever you are a main player, your opponent must use your bad power as well. Timing rules determine who uses the power first.

History: Always eager to share, the Contagion delight in spreading their misfortune with others. Enemies prefer to keep a distance, knowing they will be forced to partake in the malaise.

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. This is NOT a Bad Power.

Wild: Any time you are forced to discard a card, you may also force any other player to discard one.

Super: You may force your opponent to use the Bad Power of any player in the game.



GORE [O:Warp:B] CHOOSES LESSER OF TWO EVILS Jack Reda (Bad Endowment Powers)

You have the power to mitigate. Whenever you are the main player, you may draw an additional Bad Power, and then select which one to keep. Proceed with this new Bad Power until you use your power again.

History: Having existed as the lesser of two evils for so long, the Gores understand when to follow that process to its logical conclusion. Until something better comes along, the Gores will continue to flourish.

Restriction: Use only in a game with Bad Powers.

Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is NOT a Bad Power.

Wild: After drawing cards as Rewards, you may change your mind and discard them, raising tokens from the Warp instead.

Super: Draw an additional Bad Power for your opponent as well, and decide which Bad Power he must use for this challenge between his normal one and the one you just drew.



HANDICAP [M:Warp:B] GIVES OPPONENT ADDITIONAL BAD POWER Jack Reda (Bad Endowment Powers)

You have the power of hindrance. Whenever you are a main player, your opponent must draw an additional Bad Power from those not in use, and continue the challenge. At the end of the challenge they may discard the additional Bad Power.

History: Extremely vocal about fairness, advantages, and competition, the Handicaps are quick to award difficult requirements and hindrances to their opponents. Heedless of the actual standards for fairness, the Handicaps rely on the sympathy and stupidity of their enemies.

Restriction: Use only in a game with Bad Powers.

Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is NOT a Bad Power.

Wild: As a main player, you may force all opposing players to bring only one token to the cone.

Super: You decide which Bad Power your opponent must keep after your challenge is over.



INFERNO [M:Warp:B] HOME PLANETS HAVE BAD POWERS Jack Reda (Bad Endowment Powers)

You have the power of suffering. Each of your home planets has a Bad Power associated with it. If a player captures a base in your system, they must then use the Bad Power whenever they are challenged on that base. Your tokens are not affected by planetary Bad Powers.

History: The Inferno have created an existence so hateful and foul that few dare traverse its boundaries. Only the strong of heart (or the incredibly foolish) make the arduous trek to the Inferno's home world.

Restriction: Use only in a game with Bad Powers.

Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is not a Bad Power.

Wild: You may force another player to pick up a discarded Challenge Card.

Super: You may draw a Bad Power to associate with an external base where you have tokens. Any other player with tokens there must use the Power when challenged there.



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.

Displayed 7 powers.