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I think the edit feature vanishes once you close your web browser or leave the site or something. Anyway...
PIPE [O:TG] Redistributes Ships At Will
You have the power to relocate. During any player’s regroup phase, you may use this power to move your ships from one colony to another. There is no limit to how many ships you move, where they come from, or where they end up as long as your colonies do not change in number or location.
You may also use this power to move other players’ ships in the same manner, provided both you and the other player have colonies at each end of the move.
History: Everywhere the Pipes go, they form a comprehensive complex of transportation tubes. These superb silos use magic and technology as one to teleport anything to anywhere.
Wild: If you win a colony as the offense or as an offensive ally, you may send some of your committed ships to other colonies.
Super: You may use your power at any time.
This is an Advanced and Rules power.
RESENT [M:TG] Punishes For Not Inviting
You have the power of vengeance. If a main player does not invite you to be an ally, give him or her a Resent token.
When you are a main player, and you oppose a player with one or more Resent tokens, use this power to decrease the opponent’s score by 2 for each Resent token. If your opponent has allies, their Resent tokens are also figured into the total. The affected players’ Resent tokens are then discarded. If this power is zapped, Resent tokens are still discarded.
History: The Resent have always helped others, even when not asked to do so. But when they learned that other races were unwilling to accept unwanted help, they became determined to show everyone else what being “nice” is all about.
Wild: If you are not invited by a main player, you may decrease his or her total by 5.
Super: Your opponents may only discard half of their Resent tokens at once (rounding down).
This is an Expert and Rules power.
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VICTOR [M:Warp] Wins by Winning
Game setup: Place eight tokens on this sheet (seven if playing with four planets per player).
You have the power to Win. Each time you win an encounter or make a deal as a main player, use this power to discard one token from this sheet. If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.
History: Hailed as conquering heroes, the strapping and clever Victors have been celebrated as favored champions throughout known space. Even their enemies grudgingly admit that the Victor's penchant for winning is admirable and noteworthy. To the Victors go the spoils.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: As an offensive main player, you win an encounter in the event of a tie.
Super: You may use your power as an ally. If the main players make a deal, you may still remove a token even though you are not part of the deal.
Waiting for better Cosmic Encounter avatars (where's the warp?).
Here's a simple one I came up with a while back:
FRIEND [O] Enters deals
You have the power of camaraderie. Whenever a deal is begun, if you are not a member of the negotiations, you may choose to become a member.
Restriction: Do not use in a two-player game.
History: A generous, gregarious race, the Friends take pleasure in assisting others -- especially when it is to their own eventual benefit.
Wild: If you fail to make a deal, you do not lose any tokens to the warp.
Super: Rather than becoming an additional member of a negotiation, you replace one of the previous participants. This counts as a loss for the replaced player.
Comments: The Friend is a pretty dependable way to stop negotiated base-for-a-base game ends. And it's very good at getting you bases quickly if you fall behind. But it's is a pretty tough power to play well, since you can only benefit directly if the other players in the deal agree with you on the terms. If you're too heavy-handed with it, you'll make a lot of enemies and gain nothing for yourself.
9:)
Sounds like a weaker Diplomat, though I certainly don't mind making Diplomat weaker. The main text of the alien is rather vague as to how he becomes a "member" of the negotiations, but fortunately the super flare implies how it works.
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If any of these are ripoffs of already existing powers let me know:
Power: HYDRA
You have the power to divide attacks.
When you are the offensive main player in an attack you may attack two planets at the same time. You must aim the cone between them; they must be adjacent planets with ships on both of them of your main opponent. The defensive main player must now play two encounter cards, one for each of his colonies under attack. It is possible to win or lose both battles, or win one while losing the other. You must then split up your ships equally between the two conquered planets should you win; yet your allies must choose which planet they want a colony on; they cannot have both. As a defensive main whenever you lose an encounter send half of the ships of that colony rounded up to the warp and place the rest on any other colony of your choice, must it must go to only one colony. Lone ships are sent to the Warp.
Wild: You may play two attack cards together during an encounter in which you are the main player.
Super: You may attack three adjacent planets. Upon losing defense send only a third of your ships rounded up to the Warp. Lone ships are sent to the Warp.
History: The hydra are an ugly amphibious race of deep-space dwelling creatures. Rising to dominance in their home world earlier in their history, the Hydra are able to survive in the vastness of space itself. With their multiple heads and appendages they can bring down many adversaries at once in battle; even their ships have this signature mark on them.
Power: Lumine
You have the power of Insight.
You must draw your first hand of cards last. When drawing your first hand, or any new hand of cards, you may look through the remaining pickup pile and make an 8 card hand of your own choosing.
Wild: You may look through the pickup pile at the beginning of any player's encounter once, but must keep cards in exact order.
Super: You may look through the pickup pile at the beginning of any player's encounter once, but must keep the cards in exact order. At the beginning of your own turn you make look through the pickup pile and rearrange it to your desire once.
History: The incredibly powerful mental and spiritual energy the Lumine exude has been known to intimidate lesser races who have even though about fighting against them. These beings practically create their own worlds and are never left in the dark nor are unprepared for cosmic battles for dominance. It is even said that some of these beings can manipulate entire events of history should they be given the chance...
Power: Rancor
You have the power of persuasion.
At any time during any players turn you may effect any outcome you desire to happen if you can successfully get a majority of players to agree with you, once. This can include but is not limited to: a certain player automatically losing a fight or winning it, despite cards played, denial of offensive or defensive rewards, removal of a colony, more or less ships moved to or from the Warp. Possibilities include anything that will not create an instant win and will not allow any player to gain or lose more than one colony in a turn. This power cannot be used to effect any turn other than the one it is used on and can only effect one player. If you successfully persuade the majority to your opinion, gain one persuasion token and then enact the agreed upon decision. During your turn only you may discard this token and effect any one action you desire without any other player needing to agree with you, provided it follows the before-mentioned rules.
Wild: You may use this power on a turn in which you are not a main player to threaten a player to give you ships, a colony, or cards or else his power is zapped this turn.
Super: You do not need to discard your persuasion tokens on your turn when you use them, and you only need half of the player to agree with you to gain a new token.
History: The Rancor are quite the talkers. Gifted with golden mouths, literally. These mineral-based beings are so skilled in the art of manipulation, they have honed it to a fine degree, and convince their enemies to destroy themselves. Stirring up trouble for their own profit is second-nature to the Rancor, and many aliens must come to grips with these creatures in the Cosmic Encounter.
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Adam said:
Sounds like a weaker Diplomat, though I certainly don't mind making Diplomat weaker. The main text of the alien is rather vague as to how he becomes a "member" of the negotiations, but fortunately the super flare implies how it works.
That's a good catch on the text. I decided to edit the version we used for clarity, but my on the fly edit added a new ambiguity. I'd suggest changing "you may choose to become a member" to "you may choose to become an additional member."
The idea is similar to the Diplomat, but the effect on the game is quite a bit different. Where the Diplomat increases the number of deals (both directly by using the power, and indirectly by encouraging people to make deals to avoid the Diplomat's power), the Friend tends to discourage them. But on the positive side, as the Friend you get to be a part of all those deal which do occur. On the whole, though, it does tend to be weaker than the Diplomat.
9:)
Messianic said:
If any of these are ripoffs of already existing powers let me know:
Power: HYDRA
Power: Lumine
Hydra is similar to DoubleHeader and Feint and Gemini and Decoy... :)
Lumine is a weaker version of Aristocrat (which is itself kind of a wonky power). I kinda like Lumine, but if Aristocrat is out there, he pretty much cleans the floor with Lumine.
Rancor is pretty cool... I'd like to try that one out for a bit, and see how it fares.
Waiting for better Cosmic Encounter avatars (where's the warp?).
The Warp said:
Lumine is a weaker version of Aristocrat (which is itself kind of a wonky power). I kinda like Lumine, but if Aristocrat is out there, he pretty much cleans the floor with Lumine.
Lumine gets to pick his hand on every new hand, not just at the beginning of the game.
But, that happens a couple times per game (more with certain powers), so it is still weaker than Aristocrat, due to Aristo's ability to draw flares every turn. I like the idea though. Maybe Lumine should get to choose his draws when he gets rewards too.
Also, I might think about adding text to say he is not allowed to take his own super flare. (Aristocrat has this text.)
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And now a pair of semi-related aliens (despite being on opposite ends of the thermal spectrum).
MAGMA [M:TG] Erupts Volcanoes On Planets
You have the power to erupt. If you lose an encounter by 10 or more, use this power to cause a volcano to erupt on a planet of your choosing on which you have a colony. All ships on the chosen planet other than yours go to the warp.
History: Formed of silicon-based superheated substances, the Magmas have the skills to turn the eruptions of volcanoes into an art form. Predictably, they also have a temper as hot as their bodies. Even a pointless loss may drive them to rage.
Wild: If you lose an encounter, you may send all opposing ships to the warp. Your opponent still technically wins, and defensive allies do not claim rewards.
Super: You may choose any planet to erupt, not just those you have a colony on.
This is an Advanced and Rules power.
FROST [O:TG] Freezes Ships On Planets
You have the power to freeze. At the start of any player’s encounter, you may use this power to freeze a planet of your choosing. Push the frozen planet away from its system (or mark it with a token). When a planet is frozen, no ships other than yours can launch off of it (unless a player has no other choice, in which case one ship may be launched). Three planets may be frozen at once; freezing another would require you to thaw one out.
History: Extreme axial tilt forced the Frosts to hibernate to survive their ghastly cold winters. Ironically, their hibernation techniques were based around self-freezing. Now, they have decided to bring their icy lockdown upon the rest of the universe.
Wild: As the defense, if you lose an encounter, you may keep your ships on the defeated planet.
Super: You may freeze up to six planets at once. You may not freeze all the planets in a single system.
This is an Advanced and Rules power.
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There is a problem with Magma and Frost. I like the thematic ideas, but they share a weakness that pops up in home brews all the time. Shared bases are not a good target for alien powers, because you only gain them through alliances or deals.
This type of power can basically be paraphrased as "You have the power to make sure nobody will ever ally with you." You might gain an ally or two when defending. But, why would anyone ever help you on offense (or invite you to help their offense)? All that does is give you a target for your power. By the same logic, why would anyone ever make a deal with you?
If your ability is to penalize people who cooperate with you, they just won't, and you will have no power.
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It's nice that this thread has its own sticky, but it could use even more love. I just wandered over to the Arkham Horror threads, and they've got some nice-looking solutions for fan-produced stuff. It's all separated, with its own graphics, and it looks like a lot of thought and care went into it. It's worth checking out ... and then implementing here. 
I just thought of these this evening. Perhaps all they're good for is proving that I have spent too many years in IT...
VENTURAN -- Researches Tech with Lucre
You have the power of venture capital. Instead of using ships to research your Tech, use this power to apply Lucre to the card instead on a 1:1 basis. When you have fully researched your Tech or if the Tech card is flipped prematurely, all invested Lucre returns to the box. If you lose the use of this Power, you must substitute ships on a 1:1 basis for any invested Lucre on Tech cards that are not fully researched and return all invested Lucre to the box. If you do not have sufficient ships available to cover, you must still return all invested Lucre to the box.
Phase: Regroup; Mandatory
History: Arising on a planet full of resources considered valuable by the other worlds but of limited practical application, the Venturans quickly learned to shop for what they needed. Now they are embarking on a spending spree across the Cosmos.
Use only in a game with Technology and Lucre.
Wild Flare: Once per turn, you may invest 1 Lucre on a Tech card instead of a ship.
Super Flare: You may invest 2 Lucre per encounter rather than 1.
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GATZ -- Licenses Tech from Others
You have the power of licensing. You do not receive Tech cards of your own. However, in any encounter in which you are a main player or an ally, you may use this power to take any other player's completed Tech card and use it as your own, in exchange for an amount of Lucre equal to half the research cost of the card, rounded up. You must return the Tech card to its owner at the end of the encounter if it is still usable.
Phase: All, Optional
History: Lacking a creative streak, the Gatz lurk on their rainy world envying their more accomplished brethren. They have resolved to rise up from laughingstock status and terrorize those who looked down upon them.
Use only in a game with Technology and Lucre.
Wild Flare: After winning your first encounter of a turn, you may pay 5 Lucre to draw a new tech card instead of sacrificing your second encounter.
Super Flare: By paying the full research cost of the Tech card to its owner in Lucre, you may keep the Tech card permanently, as if you had researched it.
Kevin Wilson's about to make you his Vulch.
TheDukester said:
It's nice that this thread has its own sticky, but it could use even more love. I just wandered over to the Arkham Horror threads, and they've got some nice-looking solutions for fan-produced stuff. It's all separated, with its own graphics, and it looks like a lot of thought and care went into it. It's worth checking out ... and then implementing here. 
It's because there is a program for AH (Strange Eons) which allows VERY easy creation of attractive-looking homebrew material. Until we get blank alien and card templates, it's going to be a lot of work to do anything similar.
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DIRGE [M:FFGfo] Gains turns when losing Christopher Oliveira
You have the power of Mourning. Whenever you lose an encounter as the defensive main player, take a Mourning token. At the end of any one of your offensive encounters, whether you have won or lost, you may discard a Mourning token and immediately take another “mourning” turn. If you win this “mourning” encounter, you may not discard any more tokens until every other player has gone and it becomes your turn again. If you lose this “mourning” encounter and still have Mourning tokens, you may discard another one and take yet another “mourning” turn. If you have a second natural turn you may not discard a token on your second natural turn if you have discarded one after your first.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Whenever you lose an encounter as a main player or ally, you may discard cards up to as many as the number of your ships lost to the Warp and then draw a new card for each one discarded.
Super: Whenever you lose an encounter as the defensive main player, the offensive main player must not take a second turn, if this was his second turn, take another Mourning token.
History: Normally a rather emotionless civilization prizing the lives of their own, the Dirge take the intense sorrow the feel and use it as energy, spurring themselves to action. The universe has yet to see the disastrous results of their own interplanetray warfare; and the Dirge just may bring their sorrow-causing ways back on thier heads.
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