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BROWNOUT [O:Warp:MP] Reduces Power Usage Jack Reda (Multiple-Powers)

You have the power to suspend. As a main player, you may force all players to use only one power for the rest of the challenge. Players must immediately indicate which power is active.

History: As power usage grew out of control, the Brownouts burst onto the scene, shutting things down all over the cosmos. No one knows when their power will go away, or for how long.

Restriction: Use only in a game with multiple-powers.

Timing:
Phase 2 - Destiny

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

Wild1: You may force a player to set aside all of the cards in his hand but one for the rest of a challenge. Once the challenge is over, he may have the rest of his cards back.

Super1: You may use your power to suspend as an ally.



EDISON [O:Warp:MP] Regulates Power Usage Jack Reda (Multiple-Powers)

You have the power to regulate. Whenever you are a main player, you determine how many tokens must be involved in a challenge in order to use a power. If a player doesn't have enough tokens to use more than one power, he must choose which power he will have active. If for any reason, a player's token count is reduced below the required number, he may not use his power at all. You are not bound by your own regulations.

History: The Edison were pioneers of power usage within the cosmos. As more and more alien races began to inhabit nearby systems, the Edison felt it necessary to regulate power usage.

Restriction: Use only in a game with multiple-powers.

Timing:
Phase 2 - Destiny

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

Wild1: If your opponent doesn't have at least as many tokens as you in the challenge, he may not use his alien powers.

Super1: You may regulate power usage as an ally.

Con: Edison must abide by his own regulations when you are in the challenge.



GENE [M:E1.2:MP] Inherits Power Allen Varney (Multiple-Powers)

You have the power of heredity. In a multi-power game, when you are a main player and you win the challenge (or make a deal), you inherit one of your opponent's powers (his choice), and use it as your own from then on. If you lose the challenge (or fail to deal), you must give the Gene power to your opponent.

History: Itself only a mechanism of heredity, the Gene envies those beings which have achieved independent existence. It spitefully steals away abilities, even knowing it must inevitably pass them on to a new recipient.

Restriction: Use only in a game with multiple-powers.

Timing:
Phase 8 - Reveal cards

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



GRAVEROBBER [O:Fram:MP] USES LOST POWERS Framingham Group (Multiple-Powers)

You have the power of dead powers. On each challenge, you may use one power which has been lost by another player. This is restricted to powers that have been lost due to a card (including Hazards) or lack of home bases. For the Colossus, Pentaform, Power Broker, Reincarnator, Xenomorph, etc. powers in the stack are not considered to be lost unless the power itself is lost. You may then use the stack as if you had the main power.

History:

Restriction: Use only in a multiple power game.

Timing:
Play at any time

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



GRID [O:Warp:MP] Shares Use of Powers Jack Reda (Multiple-Powers)

You have the power to convey. Whenever you are involved in a challenge, you may lend one of your other powers to any player also involved (on either side of the challenge). They have full use of your power until the end of the challenge. You still have use of the power as well. A Cosmic Zap against that power zaps it for both of you.

History: The Grid were an engineered race, established to assist in the transference of power between friendly nations. As war within the cosmos raged out of control, the Grid took advantage of their network, shifting the balance of power.

Restriction: Use only in a game with multiple-powers.

Timing:
Phase 6 - Allies accept

Notes: The recommended experience level for this power is Novice. This is a Meta type power. Gerald Katz: Grid/Pentaform - Your power is Pentaform. The player you loan Pentaform to uses the life stage based upon his foreign bases, which can be different from yours. Grid/Plant - If the person you loan Plant to decides for to graft Grid from you, avoid paradox by fiat. You used Grid. You were able to loan Plant. That you no longer have Grid is irrelevant. The other player can still use Grid as normal and has Plant already used. Grid/Reincarnator - The person you loan Reincarnator to has that power and its current incarnation. If the player loses, Reincarnator gets a new incarnation, even if you are on the opposing winning side, but his own powers are not reincarnated. Grid/Changeling - The person you loan Changeling to uses the power as normal. His opponent gets Changeling. At the end of the challenge, you get back the power Changeling was used upon. Grid/Filth - Danger, Danger, Will Robinson!

Wild1: You may lend your hand to your ally for the rest of the challenge. He may play cards from either hand.

Super1: You do not need to be involved in the challenge to lend one of your powers.

Pro: You may instead loan a player any power from the unused powers that does not affect game set-up. You both get use of the power.

Con: Grid cannot use the power he lends, and the player who gets the power can't use one of his powers of Grid's choice.



HEX [M:GK] Uses A Reverse System Hex Gerald Katz (Multiple-Powers)

You have the power of advantage. At game set up, you may choose any one of the reverse system hexes to be your home system for the entire game. This power is immune to anything that would prevent you from using this power. You are immune to the Wild Schizoid Flare.

History: There is a vast region of space that defies the known laws of physics. Any alien who occupies it has a great advantage over those who live in the more common of solar systems.

Restriction: Use In Games With Multiple Powers Do Not Use With Changeling, Gorgon, Insect, Link, Plant, Terrorist, Or Reverse System Hexes

Timing:
Setup

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

Wild1: You may use your powers regardless of the number of home bases you have.

Super1: Your other powers are immune to loss of use for any reason this challenge.

Pro: You may change your hex for another of your choice. All players keep the same number of bases they have in your system. You occupy all your home bases.

Con: You may switch Hex's system. Randomly choose two of the reverse hexes. He picks which one to use. All players keep the same number of bases they had in his system. Hex occupies all of his home bases. You may only play this card once per game.



LEECH [M:E1.2:MP] Takes A Power From Opponent Allen Varney (Multiple-Powers)

You have the power to leech. You begin the game with no powers, except this one. When you are a main player, before the cone is pointed you take from your opponent one power of your choice, using it as your own from then on. When you reach the nuber of powers the other players started the game with, you then must give your opponent one of the powers you already have if you want to leech another one from him.

History: In the shallow, fetid seas of its home world, the Leech compensated for its slow start in evolution by learning to acquire the characteristics of its predators. Now it is extending its tendrils of influence in order to draw off the life-blood of the Cosmos.

Restriction: Use only in a game with multiple-powers.



MAGICIAN [O:Archi:MP] CHANGES OPPONENT'S POWER Matt Stone (Multiple-Powers)

You have the power to transform. As a main player in a challenge, you may exchange one of your opponent's power cards with one taken at random from those not in the game.

History:

Restriction: Use only in a multiple power game.

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

Wild: When this card enters your hand, draw a new power card(s) at random to replace yours.

Super: You choose the replacement power.



REPLICANT [B:MS] Copies Same Player's Power Matt Stone (Multiple-Powers)

You have the power to duplicate. On each challenge, you may use this power as one of your other powers. That power can then be used twice in the challenge if appropriate. Ex: Negate twice, Snivel twice, Assassinate twice. Should the original power be stopped, you may still use it. To use this power as Changeling, swap this power with one of your opponent's. When replicating a power with an artifact, you are only replicating the power, not the artifact. Therefore, you get 2 of that artifact. Ex: Replicant/Schizoid means you have a set number of bases (both Replicant and Schizoid would have to be equal) but two different extra conditions that must both be fulfilled. Replicant/Progenitor allows the player 2 extra home systems. Replicant/Pentaform, Replicant has its own set of 5 powers. In games of 3 or more multi powers, you may switch between powers, but not in the same challenge. Any Replicant artifacts are frozen and not in play. You are not forced to replicate a power. You may replicate a power at game set up.

History: Left by themselves, Replicants sit around and do nothing, but give them any attention, they will hug you, and love you, and call you George, and do everything you can do to have you like them.

Restriction: Use only in a game with multiple powers

Timing:
Setup
Play at any time

Notes: The recommended experience level for this power is Expert. This is a Meta type power.

Wild1: When any Edict or Wild Flare is played, you may play this card and duplicate the effects, not necessarily on the same target or immediately, just in the same challenge. Any special conditions must be met.

Super1: You may replicate a power a third time.

Pro: You may use this card as the Pulsar Card for the power Replicant replicates. It only affects Replicant's use of the power.

Con: You may use this card as the Pulsar Card for the power Replicant replicates. It only affects Replicant's use of the power.



SPONGE [M:E1.2:MP] Tokens Remain On Bases Allen Varney (Multiple-Powers)

You have the power to absorb. When your bases in your home system are occupied by opponents in a successful challenge, your tokens do not go to the Warp instead remain on the planet with the attackers. Conversely, when you establish a new base, defending tokens there are not removed to the Warp but coexist with you.

History: Believing in peaceful coexistence with other life-forms, the Sponge nevertheless wishes to soak up the entire Cosmos in its immortal structure and wring from it every drop of experience.

Restriction: Do not use with Filth. Only use in a game with multiple-powers.



TIMELORD [M:Archi:MP] REGENERATES POWERS Matt Stone (Multiple-Powers)

You have the power of regeneration. Immediately upon losing your third home base, replace tokens on it from other bases. You do not lose your powers; instead you replace your other powers with ones taken at random from those not in the game.

History:

Restriction: Use only in a multiple power game. Do not use with Invader.

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

Wild: You may replace your Flares (including this one) with ones taken at random from the unused Flare deck.

Super: You may use this power after losing any home base.



ZAPPER [M:E1.2:MP] Uses Points To Zap Players Allen Varney (Multiple-Powers)

You have the power of nullification. You start the game with one "zap point." As a main player or ally, when you win a challenge or deal, you lose a point; when you lose a challenge or fail to deal, you get a point. You canspend your points to Zap another player's power(s), one point per Zap. If you are Zapped you still keep the point you were going to spend.

History: A hive-mind that depends for survival on absolute order, the Zapper competes for Cosmic domination on the condition that evervone "plays by the rules."

Restriction: Use only in a game with multiple-powers.



ZEPHYR [O:E1.2:MP] Makes Players Pass Powers Allen Varney (Multiple-Powers)

You have the power to gust. At the start of your own challenge you may declare that you are "gusting". You pass this power to the player on your right, and each other player passes one of his powers (his choice) to the player on his right. Each player now uses the new power as his own.

History: The Zephyr delights in its mischievous psychic windstorms, which frequently waft alien intelligences into unexpected new bodies. Though this is quite a blow to its victims, it is noncorporeal and thus easily maintains its breezy manner.

Restriction: Use only in a game with multiple-powers.

Displayed 13 powers.