The mechanics/concept for both these powers are similar.
For this powers use one special token, a custom one, or the lunar cannon/ Prometheus in a game without tech.
PROBE / CRUSADER – Charges rewards or destroys ships to allow entrance in Systems he’s patrolling
You have the power of outer space domination.
In the game setup place one special token in front of your home system. In the beginning of any players turn, move this token to a new system in clockwise order. Whenever a player points the cone to a system where you have your special token, he must deal with you before he can perform the attack. To allow his passage he must offer you one of three things that you must accept: An artefact, a colony in his home system or an attack 10 or bigger. If the attacking player is unable or doesn’t want to offer you nothing he loses three ships to the warp, taking them from wherever he wants. If this results in a situation that leaves the attacking player without ships to perform the attack, his turn is over.
Wild: When you are the main player in an encounter, draw a random card from the other main alien after the alliance phase. If this causes him to be out of encounter cards his turn is over and all ships are returned. (When facing trader you remove the card after he traded hands)
Super: In order to allow the cone’s passage you now require two rewards. (Not necessarily different, for example you must accept two artefacts). The penalty is upgraded to 4 ships.
Comment: I’m not sure about the name, I’ll think about it.
DEATHSTAR – Can instantly revenge when opponents land on his home planets.
You have the power of deathstar.
In the game setup place one special token in front of your home system. In the beginning of any players turn, move this token to a new system in clockwise order.
Whenever a player (main or ally) lands a colony in your home system or drives you off a foreign one, if your deathstar is currently orbiting any of these players home system, use this power to send to the warp all ships in one of that system’s planet.
Wild: Place a minor deathstar orbiting your system; this token never leaves your own system. From this moment on, whenever someone lands a colony in your home planets, with more than one ship, you can destroy all your opponents extra ships (always leaving them with at least one)
Super: You can use you power even if you pretend to target a player planet in a system adjacent to where your deathstar currently stands.
I vote for Probe! That's definitely a cool power. I like Deathstar as well.
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These are pretty cool aliens, i am definetly gonna give these guys a try!
Ziggy was here!!! but tell no one...or the dice gods will turn on you!
I'll add these in too... the first one under Probe (at least for now). It reminds me a little of my power Vanguard. Deathstar also reminds me of the Planet Killer variant I created: http://redamedia.com/warp/planetkiller.php
Hi everyone. Thank you for all your comments. I loved your Planet Killer expansion Jack.
Here are some new powers. I have a few more but not sure about wild flares and names so i'll post them later.
HITCHHIKER – Gets “free rides” in the cone.
You have the power of hitchhiking. Whenever you are the main alien in an encounter after the resolution phase, place one of your ships in the cone. The offensive player that will use the cone next will have to carry your ship in his attack. If you are the offensive player or allied, this means that you can attack or ally with up to five ships.
Whenever this results in a situation where you are attacking yourself, after alliance phase, detonate your hitchhiker ship destroying up to two of other aliens ships in the cone. If this causes the main player to stay with zero ships in the cone, he automatically loses the encounter.
Wild: You can ally with any player you desire if not invited, but only to the offensive side. After using this flare, give the card to the player with whom you allied.
Super: Place up to two ships in the cone. You can now send up to 6 ships if you are the offensive player or ally. Detonating your ships now, allows you to destroy up to 4 other ships in the cone, but only to a maximum of 3 ships per player.
Comments: This is a mix of a lesser parasite (and restricted to the offensive side only), with the extra joy of sabotage.
FROSTNOVA – Puts encounters on hold.
You have the power to freeze. When you are a main alien in an encounter, before cards are chosen, use this power to freeze the encounter. All attacking and defending ships from main players and allies are kept in the encounter position and the cone is removed. The game proceeds like if the offensive player won. In the beginning of any player’s turn, before destiny phase, use this power to unfreeze the encounter you had on hold, both players reveal cards and the encounter is resolved normally. You can’t have two frozen encounters simultaneously, one must be resolved in order to freeze again.
Wild: Use the flare to freeze one encounter, discard the flare after using.
Super: You can have two frozen encounters and unfroze them in any order you like.
GENETIS - Genetically changes opponents
You have the power to genetically modify. In the beginning of the game choose one extra power not in game. Whenever you land a colony in a foreign system give the extra power to the system’s owner and take his in return. You can repeat this process every time you land a foreign colony except in colonies won by a successful deal.
Wild: If there are players with more colonies than you, in the beginning of your turn use this flare to discard your alien power and choose another one not in game. Discard the flare after use.
Super: When you receive an alien power from another player, you can remove it from game trading him with another not in game.
SWITCH* – When loses for more than 20 trades power cards.
You have the power to absorb powers.
When you lose an encounter for a value equal or bigger than 20, trade power cards with the main winning alien. All benefits like Warrior’s experience points and Tick Tock’s remaining tokens, are kept.
Wild: When you have allies in an encounter, you can use one of your allies power during that encounter only. You must declare it before cards are chosen.
Super: When you lose for a value equal or bigger than 20, switch places with your opponent. You become him and he becomes you.
Comment: I accept suggestions for this naming this alien
COUNTER* – Receives 5 cosmic zaps in the beginning of the game.
You have the power to nullify powers. Place 5 special tokens in your alien sheet. Use them throughout the game like if they were zap cards, removing them from game after use. A zap played against counter must be considered like an unzap, in this situation the token is removed from the game
Wild: Place one special token in your alien sheet; use it like a cosmic zap. Discard the flare after use.
Super: In the beginning of your turn, remove one of your special tokens from game; in return receive all your ships currently in the warp.
Comments: I’m not sure if you should join this one to a game with the Human, if they cooperate they’re almost unstoppable. This name is not final.
POWERHOUSE*/ WARLORD – Uses negotiate cards like +10 attacks
You have the power of warfare. All negotiate cards played by you are worth +10. You can play multiple negotiate cards in an encounter revealing them simultaneously. However you cannot play attack cards combined with negotiate cards.
Wild: In the beginning of your turn you can discard a negotiate card and take a new one from the deck.
Super: All your negotiate cards are worth +12
Comments: Another name i’m not sure about.
TYRO – Earns experience tokens when powers are used against him.
You have the power of consciousness. You can use your power whenever you lose an encounter as a main player and at least one player on your opponent’s side has used one power. Add two tokens to alien sheet, these count as experience points and are cumulative. When you are a main player add or subtract the quantity of tokens to your side’s total.
Wild: Use Tyro’s regular power but you only add 1 token to your alien sheet.
Super: Using the same conditions, receive 3 tokens instead of 2.
Comment: Tyro is similar to Warrior. However he only earns two tokens at a time. He is also more flexible because unlike warrior he can subtract his tokens quantity to his side’s total.
Note: In order to earn his tokens, one of his opponents (main or ally) must use his power. For example if Sorcerer doesn’t trade the cards against him, he’s not entitled to receive tokens.
STRONGHOLD –All ships in your home system are added/subtracted when defending.
You have the power of fortification. When you are the main defensive player and the attack occurs in your home system, add or subtract all your ships currently in your home system to your side’s total.
If you lose only the ships in the targeted planet go to warp.
Wild: When you are the main defensive player and the attack occurs in your home system, add or subtract to your total all of your ships currently in one of your adjacent home systems.
Super: Add or subtract all ships (yours and other players) in your home system to your total except the ones from the attacking main player.
BOLSTER – Boosts cards by 50 percent.
You have the power to augment. When you are a main player in an encounter use this power to bolster an attack card by 50 percent. This power can be used to boost your or your opponent’s card, rounding up. Bear in mind that boosting the -4 turns it into a -6.
Wild: Use this flare to add +2 to any of the sides when you’re the main alien in an encounter.
Super: You can use your power as an ally.
PANDEMY – Plagues opponents when colonies are landed in his home system
You have the power to plague. When other players establish a colony in your system use this power to plague them. Your plagues only make your opponents lose one ship and two random cards, however if several players land colonies in your home system you can plague them all. If you are plagued receive 2 cards from the deck and 2 ships from the warp.
Wild: This flare shields you against one plague. Discard after use.
Super: Your plagues are upgraded to 2 ships and 2 random cards
METEOR – Generates meteors that destroy half of all attacking ships.
You have the power of generating meteors. When the sum of both sides in an encounter is equal or bigger than 35, whether you we’re involved or not, use this power to generate one meteor in any planet of any system. This is done by placing one special token in front of any planet you want. Whenever someone targets a planet with a meteor assigned half of all ships in the cone are automatically destroyed and that meteor is removed from the game. If this results in the main offensive players having no ships to continue the attack his turn is over. You cannot place more than one meteor in front of a planet.
Wild: In the beginning of your turn, use this flare to create one meteor. Discard the flare after use.
Super: You can now place 2 meteors every time the power conditions are verified.
Comments: This power was inspired in Jack Reda’s Planet Killer expansion and Vanguard power.
IONIC – Gives ionic tokens who prevent compensation and defensive rewards.
You have the power of ionic gas. You have 3 Ionic tokens. When you lose as a main player, give one ionic token to the victorious player. When a player who received an ionic token is entitled to compensation or to defensive rewards, he receives no cards/ships and the token is returned to you. You can’t give more than one Ionic token to a player. If already gave your three ionic tokens you must wait until they are returned in order to be able to give them again.
Wild: Use this flare to cancel the effect of an Ionic Gas artifact. Discard after use.
Super: When a player with an ionic token assigned is entitled to compensation or defensive rewards, these benefits pass on to you and you receive your Ionic token back.
See you soon...
I really like Frostnova and Stronghold. Freezing seems to be quite strategically flexible and interesting. Stronghold may be simple and quite Amoeba-like, but it makes the player think differently about ship movement.
Question about Genetis: After the first switch, is he much different from Changeling? He just switches his current power, or does he choose a new one again from out of game for the defeated player? If the latter, that's quite a cool power. It'll be fun to try to think of the worst possible alien in certain games.
Question about Pandemy: When he is plagued, does he receive this stuff after the normal effects of plague or instead of these effects? This is a fun power, too.
Ionic seems neat, a bit weak perhaps (maybe not), but who cares... that's how the Cosmos are meant to be!
By the way, Powerhouse is the name of the only original alien Avalon Hill had, though they only released it at one game convention to promote the game. So I'd go with Warlord for that alien.
Cool stuff as always. :)
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About Genetis, he starts the game with two alien sheets; the Genetis sheet and another alien sheet that he chooses after all players have selected their powers. He keeps the Genetis during all the game. When he lands a foreign colony he can decide to give the power he chose in the beginning of the game to that system’s owner. I’ll give you an example:
Genetis chooses Loser in the beginning of the game. The other players are Oracle, Parasite and Macron. Genetis lands a colony in Oracle’s system, he can decide to give the Loser power to Oracle and take his power in return. If he decided to switch, later in the game, Genetis lands a colony in Macron’s system, he can decide to give Macron the Oracle power and take his in return.
With the super, when he trades a power, he can discard the power he receives from the other player and choose a new one not in game.
Genetis power is only the ability to change other player’s powers, he doesn’t get to use the second alien power that he keeps near his Genetis alien sheet.
I sought that if Pandemy has the power of plague, then plaguing him should strengthen him. He receives two ships and two cards instead of suffering the effects from a plague. This way, if possible, he will plague himself and other players will only plague him when is in their interest to strengthen him.
Here are the final names for the aliens:
Powerhouse/Warlord – Warlord, thank you for the observation Adam.
Counter stands as Counter and Switch as been changed to Transmute.
These are all alternative victory aliens…
STASHER – Wins after collecting 10 negotiates
You have the power of collecting. When negotiate cards are played in an encounter, before they are discarded, salvage them to your alien sheet. You can salvage the negotiate cards you play too. Place them in a visible and countable way. When you have collected 10 negotiate cards you win the game.
You have no precedence over Filch. Stasher can also win by the regular rules.
Wild: In the beginning of your turn, if you have a negotiate card, you can give one to any player and receive in return a random card from the same player.
Super: When you lose an encounter as a main player, take two cards from the deck, if any of them or both are negotiate cards show them to the other players and add the to your alien sheet. Cards that are not negotiates are not shown to other players and are returned to the deck.
Note: The victory condition is 8 negotiate cards for the 4 planet variant.
OPPRESSOR- Wins by having 3 foreign colonies in the same system.
You have the power of subjugation. The Oppressor wins by obtaining three foreign colonies in the same system. He can also win the game by the regular rules.
Wild: If you have two colonies in one foreign system, in the beginning of your turn, trade cards with that system’s owner. You must give him this flare too.
Super: When you make a colony in a foreign system, receive one random card from the system owner if he has any.
Note: Don’t use in games with less than 4 players.
POLLEN – Wins by making at least one colony in every system. (Alternate)
You have the power of colonizing. You win the game when you establish at least one foreign colony in all existing systems. You can also win by the regular rules.
Wild: When you draw a destiny card, use this flare to discard it and take a new destiny card. Discard this flare after use.
Super: Whenever destiny determines that you must attack a system where you already have a colony, draw one card from the encounter deck.
Note: Use only in games with 4 or 5 players.
ERADICATOR – Wins by sending all of one opponent’s ships to the warp
You have the power of slaying. You win when any of your opponents has all of his ships in the warp. You can also win by the regular rules.
If the Masochist is in game and he manages to have all his ships are in the warp, it’s considered a shared victory between you and Masochist.
Wild: When you win an encounter as a main alien send one extra ship from any player in the losing side to the warp. The affected player chooses where the extra ship is lost.
Super: When you lose an encounter as a main player, the winning main player must send two ship of his choice to the warp.
PROGRESSIS – Wins by researching four technologies (Tech Games Only)
You have the power of technology. In the beginning of the game you keep two technologies instead of one. If you complete four technologies you win the game. You can also win by the regular rules.
Wild: If you have completed one technology, you can get a new tech card without abdicating of your second encounter. Discard the flare after use.
Super: In the beginning of your turn you can place two ships researching.
HOMOGENEOUS – Wins if all players, including him have 4 colonies
You have the power of homogeneity. If at any point during the game, all players including you have 4 foreign colonies, you immediately win.
Wild: In the beginning of your turn, if a player has more cards than you, use this flare to refill your hand from the deck to an equal number of cards to the player with most cards. Discard after use.
Super: In the beginning of your turn take 3 cards from the deck and give them to any player you want except yourself. You can distribute them for several players of give them all to one.
Note: Don’t use in games with less than 4 players. The alternative victory condition is 3 colonies in the four planets variant.
DEITY – Wins by winning 4 consecutive successful encounters as a main player.
You have the power of godlikeness. When you win an encounter as main players add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you win as a main player. If you lose an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.
Wild: When you win an encounter as a main alien, retrieve one of your ships from the warp.
Super: When you win an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.
Note: Zapping Deity impedes him from adding a token to his sheet.
TRIFLING – Wins by losing 4 consecutive encounters as a main player
You have the power of insignificance. When you lose an encounter as main players add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you lose as a main player. If you win an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.
Wild: Use this flare in the beginning of your turn to discard your entire hand and receive a new one. Discard the flare after use.
Super: When you lose an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.
Note: This is the counterweight of Deity. Zapping Trifling impedes him from adding a token to his sheet.
EXTINCTION – Wins when there are five planets stripped of ships.
You have the power of lifeless. When there are 5 planets in any planet in any system stripped out of all ships you win the game. Note that these can’t all be the planets of your home system because if you have less than three home colonies you will lose power. You can also win by the regular rules.
Wild: Use this card in the same way and with the same effects of a plague. Discard after use.
Super: When you win an encounter as a main player you can eliminate one extra ship of one of the players in the losing side. You choose which ship is destroyed.
Note: Use only in games with at least 4 players.
Yay, more alternate win aliens!
About Extinction... Minor editing note: '5 planets in any planet in any system' doesn't make sense. More importantly, when you say no ships in the system, do you mean no ships at all, or no ships of that player? If no ships at all, that seems highly unlikely. It shouldn't be too hard for everyone to maintain one ship for the sake of staving off Extinction and no one else challenging it. I would think his only hope is to get a plague. At least if you meant "no ships of the player who owns the system" then when he is down to one last ship, Extinction can make sure to target it.
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Yes you’re right it’s a typo. It should be:
When there are 5 planets in any system stripped out of all ships (of all players).
I understand your point about Extinction, but according to my experience there are several situations where there are 5 planets stripped of all ships, specially in games with Void, Vacuum, Masochist, Shadow…
It can also occur by reckless ship commitment, unsuccessful deals, and plagues as you mentioned.
And there are other stratagems that Extinction can use: like stripping out of ships one or two of his home planets or voluntarily abandoning one foreign colony where he was alone.
However, I haven’t tried Extinction in a game yet, but I’ll do it as soon as I can. In the meanwhile all suggestions are welcome.
Thank you for your feedback again.
Thanks for adding these powers to The Warp and for cleaning up the power descriptions. I think you forgot to add the Hitchhiker.
AEGIS – Protects allies from going to the warp, may receives colonies.
You have the power of sponsorship/shielding. When you lose an encounter as a main player your allies’ ships don’t go to warp, only yours. When this occurs give one aegis token to one of your allies who’s ships were saved. When a player gets two aegis tokens, the tokens are returned to you and you immediately make a foreign colony in any planet in this players system. Colonies won by aegis tokens coexist with other ships.
Wild: Your ships don’t go to warp when you lose as a defensive ally.
Super: When the conditions of your power are verified you can give one aegis token up to two different allies.
MAYHEM – Gets forced compensations and changes the turns sequence.
You have the power of havoc. When you lose an encounter as a main offensive alien and have one artifact, use this power. You must discard one artifact to able to use your power. Take two cards from the destiny pile, look at them and decide how to use them. Show one to a matching player and demand 2 random cards. Show the other card to the other matching player, this player will be the immediately entitled to his turn. The game then continues normally, with the turns starting clockwise from this player. The destiny cards are discarded. After taking the destiny cards there’s no turning back.
Wild: When you must pay compensation, use this flare to turn things around. This forces your opponent to pay you an equal compensation instead of receiving. After using give him this flare.
Super: Take three destiny cards, one of them is discarded, the other two are used like in the regular power.
Comments: This can be used, for example, to prevent that a player to your left with 4 colonies from getting his turn. This can also be used to make your next turn come faster. I added the “artifact payment” to prevent this power of becoming abusing.
ENERGY – Adds the total amount of ships in a system to his total.
You have the power to drain energy. Whenever you lose an encounter as a main player, you can give your energy token to any of the players in the winning side.
In your next encounter as a main player, the number of ships currently in the home system of the energy token holder is added to your side’s total. When you lose again as a main alien you can reassign your energy token.
Wild: Your ships value is multiplied by two for defensive purposes in your home system.
Super: When you are the main alien in an encounter, add the quantity of ships in the energy token holder’s system to your side’s total and take 1 random card from his/her hand.
Comment: Similar to Warpish, but using other player’s systems.
MARAUDER – Attacks the offensive side when not invited. Raids hands.
Game Setup: Make your custom lesser cone.
You have the power of interception. Whenever the offensive side can but does not invite you, before cards are chosen, load up to 4 ships in your lesser cone and attack the cone. You cannot call for allies. If you are victorious all ships in the cone go to warp and the encounter is considered unsuccessful, in addition you take one random card from each player with ships in the cone. Playing a forcefield impedes you from attacking the cone.
When performing these attacks you are vulnerable to your opponent’s powers.
Wild: Whenever you are attacked in your home system, receive a random card from the main offensive player before the attack takes place.
Super: You can now load up to 6 ships in your lesser cone. You take two random cards from each player with ships in the cone if you are victorious in an interception.
BARRAGE– Attacks planets when his colour is drawn.
You have the power of bombard. In the beginning of the game receive one extra attack card worth 10 and place it in your alien sheet.
When a destiny card with your colour is revealed. Before the encounter takes place, use your power to bombard any player in any system. You don’t send ships; you place your 10 card in front of the planet you wish to attack. If there is more than one colony in the planet you must declare which one you’re attacking. The targeted player must defend. There are no compensations involved and if the defence loses, all his ships in the planet go to the warp. After bombarding return your 10 card to your alien sheet.
Wild: Using this flare adds +3 to your side when defending a planet in your home system.
Super: Replace your 10 for an attack worth 12 to Bombard.
Alternate Super: Instead of bombarding when your destiny card is flipped, bombard one time in the beginning of any players turn.
HUB– Creates a hub that boosts his attacks.
You have the power of effectiveness. In the game setup place one special token in your central planet. This planet is your Hub; other players can only attack him if they already landed colonies in all other planets of your system. In any encounter as a main alien or an ally, add or subtract to your side’s total the quantity of ships you currently have in the Hub.
Wild: Add or subtract 3 to your side’s total whenever you are a main player.
Super: Add or subtract to your side’s total your number of ships currently in the Hub, plus the Hub himself that will count as 3 extra ships.
HYPNOSIS– Forces another player to ally with him
You have the power of persuasion. When you are a main player in an encounter you can force one player, excluding the other main player, to ally with you. Your power is used before the alliance phase. The player affected by this power must commit at least one ship to your side.
Wild: After alliance phase use this flare to force all players that allied with you to commit one more ship if they sent less than 4.
Super: The player you force to ally with you must send at least 2 ships.
SUMMIT – Copies the number of cards plus one of the player with most cards.
You have the power of resourcefulness. When you are a main player in an encounter, if there is one player with more cards than you, use this power to refill your hand from the deck to a number equal to the player with most cards plus one.
Wild: After the resolution phase of any encounter where you are a main player, use this flare to receive one card from the deck.
Super: In the beginning of any players turn you can discard one card from your hand.
CONTRACTION – When a main player equalizes the number of cards
You have the power to diminish resources. When you are a main player in an encounter, if the other main player has more cards than you, use this power to make him randomly discard until he has the same number of cards you do.
Wild: After the resolution phase of any encounter where you are a main player, use this flare to force any player to discard one random card.
Super: Make the other main player discard until he has one card less than you. This power cannot be used if it makes your opponent stay with zero cards.
MERCHANT – Offers extra ships to other players in exchange for perks.
Game Setup: This requires that extra ships for each player are included in a future expansion (I really hope so). Using the 4 planets variant allows you to have 4 ships to try out this power, but they will probably don’t be enough.
You can also make you own custom extra ships with each players colour.
You have the power of ship wholesale. In the beginning of a players turn you can propose him a deal. You can offer him up to two extra ships in exchange for cards, foreign colonies or alliance promises. You have one minute to make this deal and if it fails the player to which you proposed a deal loses one random card while you lose nothing.
Wild: In the beginning of your turn, use this flare to remove all your ships from the warp. Discard after use.
Super: You can now offer up to three extra ships to another player.
Comments: Zapping Merchant works differently depending on who is zapping him. If the player involved in the deal plays the zap, it prevents him from losing one card. If a player not involved in the deal plays the zap, the deal is off and the game proceeds as usual. Quashes can also be used for to nullify this deals.
FANATIC – Sacrifices ships for cards.
You have the power of sacrifice. In the beginning of any player’s turn use this power to sacrifice one of your ships. For every sacrificed ship receive one card from the deck.
Wild: In the beginning of your turn you can sacrifice one foreign colony, by doing so you can discard all your hand and draw a new 8 cards hand.
Super: You can sacrifice up to two ships in the beginning of a turn.
GOLIATH – Blocks further colonies in the foreign planets where he lands.
You have the power of colossal size. When you land a foreign colony, either by combat or by deal, flip the planet disc to the different side. This means that from this moment on, nobody else can land a colony in this planet. If you had offensive allies they are also entitled to a colony. However this planet cannot be the target of further regular attacks. If for any special reason, Massive loses his foreign colony, flip the planet again.
Wild: In the beginning of your encounter as main offensive players receive two ships from the warp.
Super: In end of your turn, you can place at least four ships in one foreign colony, by doing this all other ships in that planet are expel and returned to their owners.
Jon Gon said:
Thanks for adding these powers to The Warp and for cleaning up the power descriptions. I think you forgot to add the Hitchhiker.
Hitchhiker is probably a little too close to Stowaway. The only difference is Hitchhiker blows up ships when he can't make a legitimate encounter, and Stowaway just stows away again. I'd like to see if we can't noodle something to differentiate them a little more.
Ok, I didn’t knew Stowaway, I’ll try to make some modifications.
What is it the same problem with Fanatic? If so, let me know, maybe there’s still hope for him.
Just an error i spotted in the Goliath power description - "If for any special reason, Massive loses his foreign colony, flip the planet again." - Where it's written Massive it should be Goliath. I changed his name from Massive to Goliath and forgot to do the same in the description.
A few more powers:
PROVOKER – Abuses of other player’s patience.
You have the power of abusing. In the beginning of your turn you can abuse. Start taking cards from the deck one at a time up to a maximum of five cards. If during this process, at any point, any of the other player’s protests you stop immediately. The player that protested loses 2 ships, his choice, to the warp and discards two random cards. You can also decide in the beginning of an abuse to take, one by one, up to five ships from the warp instead of cards. The consequences over the protester will be the same.
Wild: In the beginning of your turn receive one extra ship from the warp and draw one card from the deck.
Super: Using the same condition and timing, you can now abuse up to six cards/ships.
Comment: I can see Masochist screaming… I protest…
SNATCH – May steal the opponent’s first selected card.
You have the power of thievery. When you are a main player in an encounter after cards are selected you can choose to snatch. If you decide to snatch, the cards are not revealed, you add your opponents card to your hand and your opponent adds your card to his hand. Both main players select cards again and the reveal phase is repeated. You can only snatch once per encounter.
Wild: In the beginning of your turn, use this flare to take one card from the discard pile. Discard the flare after use.
Super: Using the same timing and conditions, if you snatch take one random card from all your opponents’ allies.
Comments: This is an attempt for an easy to implement power, with the bluff component of Sorcerer. If you’re facing Snatch will you play your good card right away or not? Will he snatch or not?
SUPREMACY – Receives one researched tech for foreign colony established.
You have the power of innovation. Whenever you land a foreign colony immediately draw a card form the technology deck. This technology is automatically researched and can be used from this moment on.
Wild: In the beginning of your turn, use this flare to immediately receive one extra technology card. Discard after use.
Super: In the beginning of your turn, use this flare to immediately receive one researched technology. Discard after use.
SPARKLE - Similar to Supremacy, but receives one flare card for foreign colony established. I'm still unsure about the wild and super...
MECHANISM – Researches technologies faster
You have the power of fast research. You can place two ships researching in any players regroup phase.
Wild: In the beginning of your turn you can add one extra ship researching.
Super: If you have two successful encounters as a main offensive player. Use this power to immediately receive a new tech card.
Fanatic is a little too close to Kamikaze... he gets 2 cards for each ship sent to the warp.
Mechanism is a little too close to Engineer.... he researches with more than 1 ship per turn (coming from the same colony).