Bad Powers
History:
Marcus Porter surmised that the best way to make some of the game's less powerful Powers seem better was to create worse powers. This would add a new dimension of play, since each player would now have a handicap of some sort.
Parts:
A new set of powers and flares.
Setup:
In addition to however many regular powers you use, simply deal each player one Bad Power (or more, but good luck, you sadist).
Play:
These are powers that no one in their right mind would want to play. Bad powers are handicaps forced on the player. They are distinguished from normal powers by a sad faced Icon and the restriction: "Use only in a game with Bad Powers." Like any other power each Bad power has a Flare. Unlike other powers, the Wild and Super are handled differently. Wild Flares are played once and thrown away (like Mayfair Flares). The Super Flares for the Bad Powers are designed to be kept (in the EON style). Each one (usually) cancels out the effect of the Bad power it is associated with and once it is played, it remains face up in front of the player. It is subject to consolation (mixed in with the player's hand before consolation is drawn) and other effects on a player's cards. The Super remain in effect until it is lost. If a player is Cosmic Zapped they have the option of using the Wild (thus losing it) or keeping the Flare in their hand.
There are a few game effects (the Gremlin power, a couple Edicts, Hazards etc...) which can force a player to use a Bad Power. These may be used in a game that doesn't start with all player's playing a Bad Power. All players should agree before the game starts whether or not Bad Powers may be brought into the game. Bad Powers (and their Flares) should be kept separate so they can't be randomly drawn instead of a real power (i.e. you can't Reincarnate and find that your Virus has been replaced by a bad power). Bad Power powers (like the Gremlin) may be mixed with the regular powers.
ADDICT [M:JR:B] MUST ALLY IF INVITED Jack Reda (Bad Powers)
You have the power to ally. If you are invited to join a challenge you
must accept. If both main players invite you, then you must accept with the player who needs you more (determined by who has the fewer tokens, then the fewer bases, then the fewer cards, etc).
History: "Just say no" is not part of the Addicts repertoire. They can't stay away from the action, and whoever invites them first will have to deal with them later.
Restriction: Use only in a game with Bad Powers.
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild: Everyone must ally with one side or the other this challenge. If
you are a main player you must invite everyone. Otherwise, there is
a general call for allies on both sides.
Super: You may decline an invitation.
ANOREXIC [M:PR:B] Maximum Hand of Seven Cards Patrick Riley (Bad Powers)
You have the power 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 Teetotlers 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.
Wild: 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:PR:B] Gives Good Cards Away Patrick Riley (Bad Powers)
You have the power 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.
Wild: 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.
BLACKOUT [O:JR:B] FORFEITS USE OF POWERS Jack Reda (Bad 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.
Timing:
Phase 1
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Rules type power. This is not a Bad Power.
BRAGGART [M:JR:B] ANNOUNCES HIGHEST ATTACK CARD Jack Reda (Bad Powers)
You have the power to brag. At the start of the game, you must
show all players your highest valued attack card. Every time this
changes (you get a new card or lose your highest card) you must
announce the new highest. You must also answer (truthfully) any time someone asks you what that card is.
History: It doesn't matter to the Braggarts that everyone knows their resources. The Braggarts are going to win anyway, aren't they?
Restriction: Use only in a game with Bad Powers.
Wild: You may show any or all of your cards to any or all other
players.
Super: You may lie about your highest card. You do not need to
reveal this card until you play a challenge card higher than the value
you claimed was your highest. If you lose this Flare you must
immediately announce your highest card (truthfully).
BROADCAST [M:MKP:B] TIPS HAND Marcus Porter (Bad Powers)
You have the power to show. You must keep your hand face up on the table at all times, picking it up only when involved as a main player after allies have committed.
History: A race send only telepaths, the broadcast were under the mistaken impression that they were reading each others minds and set about to conquer the galaxy. They are still trying to come to grips with the apparent fact that the cosmos is entirely made up of beings that can read their minds and have powerful mind shields that resist the efforts of their most gifted listeners!
Restriction: Use only in a game with Bad Powers.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: Both main players must reveal their hands before soliciting allies.
Super: You need not reveal your hand.
Con: Broadcast must keep his hand face up if you draw consolation from him.
BULL [M:JR:B] NEVER MAKES DEALS Jack Reda (Bad Powers)
You have the power of pigheadedness. You may never make a deal. If
involved in a deal, it automatically fails, but your opponent need not lose three tokens.
History: There is no taking the Bulls by their horns. That is how you get to a dilemma.
Restriction: Use only in a game with Bad Powers.
Wild: If you are in a deal that fails, you may immediately the same terms to a different player (both players are subject to token loss, but you only lose tokens if the second deal fails as well).
Super: You may deal.
CHARITY [M:JR:B] GIVES CONSOLATION TO OTHERS Jack Reda (Bad Powers)
You have the power to donate. Whenever you are entitled to
consolation, your opponent draws from you instead.
History: The Charity has been known to give until it hurts. They hope that they can defeat others with this ability.
Restriction: Use only in a game with Bad Powers.
Wild: You may change the sign on a kicker you play with a Compromise.
Super: You may draw consolation normally.
CHICKEN [M:JR:B] NEVER ALLIES WITH OTHERS Jack Reda (Bad Powers)
You have the power to bwaak. You may never ally with any other
player (though they may still invite you and you are subject to any
consequences of refusing invitations).
History: There is an age-old riddle: Why did the Chicken cross the road? The answer of course, is that there was a vicious battle on this side of the road, Virus against Anti-Matter, and both sides needed an ally.
Restriction: Use only in a game with Bad Powers.
Wild: You remove any tokens you have in a challenge after cards are
played but before they are revealed.
Super: You may join a challenge as an ally.
CONTAGION [M:JR:B] SHARES BAD POWER WITH OPPONENT Jack Reda (Bad 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.
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Rules type power. This is not a Bad Power.
CUSTODIAN [O:JR:B] REARRANGES BAD POWERS Jack Reda (Bad 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.
Timing:
Phase 1
Notes: The recommended experience level for this power is Novice. This is a Rules type power. This is not a Bad Power.
DRUNKARD [M:JR:B] OPPONENT POINTS THE CONE Jack Reda (Bad Powers)
You have the power to sway. As the offensive player, your
opponent points the cone for you. If you are attacking a planet, he or
she may point it at any planet in the system. If you are attacking a
moon, he or she may point it at any moon.
History: The Drunkards take much consolation in the fact that those who would reduce their faculties would surely not lead them astray when they were vulnerable.
Restriction: Use only in a game with Bad Powers.
Wild: When making a challenge you need not decide where the cone
is pointing until cards are played. If you decide to attack a moon,
your opponent takes back his or her card(s) and your allies go home.
Super: You may point the cone yourself.
DYSLEXIC [M:JR:B] OPPONENT'S ATTACK CARD IS INVERTED Jack Reda (Bad Powers)
You have the power to inversion. The value of your opponent's attack card is reversed (5 becomes 50, 40 becomes 4 and -1 becomes -10).
History: Early on the Dyslexics had their problems, but no one was able to help them. Now they use their handicaps against their enemies (or for them, depending on how you look at it).
Restriction: Use only in a gmae with Bad Powers.
Wild: After challenge cards are played but before they are revealed,
you may switch challenge cards AND reverse their values. You do not
have to be involved in the challenge.
Super: You may also reverse your own card.
FEWER [M:JR:B] HAS ONLY 10 TOKENS Jack Reda (Bad Powers)
You have the power of less. You start the game with 10 tokens instead of 20. If you lose this power permanently, you may place the missing 10 tokens into the warp.
History: "Less is more" is the mantra of the Fewer. They believe good things come in small packages, and are willing to take on the cosmos with this philosophy.
Restriction: Use only in a game with Bad Powers.
Wild: You may choose up to four tokens in the warp, and permanently remove them from the game. Use once and discard.
Super: You may place your missing 10 tokens in the warp. If you lose this
card you must remove 10 of your tokens from anywhere (including the
warp) on the board.
FLOWER [M:PR:B] Tokens Die on Destiny Draw Patrick Riley (Bad Powers)
You have the power to wither. 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.
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.
GORE [O:JR:B] CHOOSES LESSER OF TWO EVILS Jack Reda (Bad 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.
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is not a Bad Power.
GULLIBILITY [M:MKP:B] GIVES PLAN AWAY Marcus Porter (Bad Powers)
You have the power of innocence. Your opponent selects his challenge card only after you have revealed yours.
History: The Gullibility do not believe in hiding anything and still have not caught onto the fact that other races do. The current debate in the halls of the Gullible Grand-Fallozal center about whether the consistent string of loses and pyric victories stem from amazing bad luck, or a bad batch of Krunfle sauce biscuits distributed to the troops. This debate is further complicated by the furor caused the revelation by a foreign diplomat that in an effort to deny their very existence, dictionary manufacturers across the cosmos have removed their very name from the dictionary.
Restriction: Use only in a game with Bad Powers.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: Allies need not commit until after cards are revealed. Use the timing rules to determine who must commit first.
Super: Your opponent does not get to see your Challenge Card before playing his (unless he is Oracle).
Con: Gullibility must reveal his card to all players before inviting allies.
HANDICAP [M:JR:B] GIVES OPPONENT ADDITIONAL BAD POWER Jack Reda (Bad 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.
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is not a Bad Power.
HEMOPHILIAC [M:JR:B] DOUBLES OWN TOKEN LOSS Jack Reda (Bad Powers)
You have the power to bleed. Whenever you lose tokens to the warp, an equal
number of your tokens from elsewhere must also go to the warp.
History: Unsound evolution has deemed fit to leave the Hemophiliacs without methods to heal themselves, or reduce their damage in conflicts. Oops.
Restriction: Use only in a game with Bad Powers.
Wild: When another players puts his tokens in the warp, force him to lose as
many tokens again. He may not lose more then 6 extra tokens in this manner.
Super: You need not lose any extra tokens.
HYPOCHONDRIAC [M:JR:B] STARTS TURN LOSING A TOKEN Jack Reda (Bad Powers)
You have the power to worry. At the start of each challenge, instead
of taking a token from the warp, you must put one in.
History: Hypochondriacs may not be sick now, but eventually they will be, and then they will finally be ahead of the game.
Restriction: Use only in a game with Bad Powers.
Wild: Each other player must either put two tokens in the warp or allow
you to withdraw one. Each player, starting from your left makes this decision
in turn.
Super: You may draw a token from the warp at the start of each challenge
instead of sending one to the warp.
INFERNO [M:JR:B] HOME PLANETS HAVE BAD POWERS Jack Reda (Bad 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 for as long as they have tokens on that base.
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.
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Meta type power. This is not a Bad Power.
JINX [M:MKP:B] FORCES OPPONENT TO PLAY BAD POWER Marcus Porter (Bad 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:
Timing:
Phase 1
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Rules type power. Use only in a game that allows BAD powers. 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.
KARMA [M:MKP:B] PAYS FOR ACTION Marcus Porter (Bad Powers)
You have the power of karma. Whenever you send an opponent's tokens to the Warp, you must set aside a like number of tokens. Two thirds of these tokens go to the Warp and the others must return to a home base to meditate on their misdeeds.
History: A race of cosmic cowboys, the Karma are so afraid of the universe's reaction to their actions that they punish themselves before fate can do it for them.
Restriction: Use only in a game with Bad Powers.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: When you lose tokens to the Warp, all players must lose an equal number.
Super: No tokens from the set aside tokens go to the Warp, and you may place them on any one base you wish, including an unoccupied home base.
Con: Karma must lose an equal number of tokens when he sends yours to the Warp.
LAMB [M:JR:B] OPPONENT SELECTS LOSING TOKENS Jack Reda (Bad Powers)
You have the power to herd. Whenever you lose tokens to the warp, your opponent in a challenge chooses where they come from. If not involved in a challenge, the player who initiated the effect that causes the loss chooses. If this is not clear, the player who's color last came up in the destiny pile (other
then the Lamb) chooses.
History: They say that Lambs are easily lead to slaughter, and in this case at least, they are right.
Restriction: Use only in a game with Bad Powers.
Wild: Force one player to withdraw all of their tokens from a challenge.
Super: You may choose whichof your tokens are lost.
LEMON [M:PR:B] Takes Only One Challenge Patrick Riley (Bad Powers)
You have the power to break down. 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 Lemmons are just looking for spare parts from the junk yards of other systems.
Restriction: Use only in a game with bad powers.
Wild: 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.
LOBBYIST [M:JR:B] MUST BRIBE ALLIES Jack Reda (Bad Powers)
You have the power of influence. Before anyone can ally with you, or offer you any form of assistance, you must pay them a bribe of cards or lucre.
History: The influence of the Lobbyists if felt in every corner of the universe, even where it isn't wanted or needed.
Restriction: Use only in a game with Bad Powers.
Wild: You may show a potential ally any number of cards and offer them as a
condition for their joining.
Super: Other players may ally with you for free.
LOON [M:JR:B] NEVER LANDS ON MOONS Jack Reda (Bad Powers)
You have the power of avoidance. You may never challenge a moon, nor occupy one for any reason.
History: The Loons have a long and sordid history of paranoia and superstition involving moons, and feel it is better to just leave well enough alone.
Restriction: Use only in a game with Bad Powers. Do not use in a game with moon base win conditions.
Wild: Force any player to vacate a moon base. Tokens return to other bases.
Super: You may challenge moons normally.
MAGOO [M:MKP:B] CAN'T SEE Marcus Porter (Bad Powers)
You have the power of blindness. As a main player, your Challenge Card is selected randomly by your opponent.
History: From the same planet as the Laser, the Magoo have adapted to constantly being blinded by their neighbors through the simple process of never opening their eyes.
Restriction: Use only in a game with Bad Powers.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: Both players in a challenge have their challenge cards selected randomly by their opponent.
Super: You may choose your challenge card.
Con: You may draw Magoo's challenge card before he points the cone or asks for allies.
MAMMON [M:PR:B] Places Only One Token in Cone Patrick Riley (Bad Powers)
You have the power 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.
Wild: 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.
MAYFLY [M:MKP:B] AGES RAPIDLY Marcus Porter (Bad Powers)
You have the power to age. Every time you win a challenge as a main player you gain one point. Every time you lose a challenge as a main player you gain two points. Whenever you are a main player, you must reduce your challenge total by the number of points you have accumulated.
History: Living a fraction of the lifetime of their neighbors, the Mayfly have recently made an attempt to subjugate the other races of the cosmos in an attempt to "Learn their secret"!
Restriction: Use only in a game with Bad Powers.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: When you have finished reading this card out loud, count to 10 as quickly as you can. If the main players have not made a deal by the time you finished counting, the deal is unsuccessful.
Super: You do not have to reduce your total by your accumulated points.
Con: You may add Mayfly's points to your total when you are both main players.
MCMAHON [M:JR:B] GIVES LUCRE TO OTHERS Jack Reda (Bad Powers)
You have the power to award. Each time a destiny card it revealed,
you must give that player 2 Lucre if you have it.
History: The McMahons take great pleasure in awarding their neighbors with tokens and rewards, feeling that eventually this will pay off for them down the road.
Restriction: Use only in a game with Bad Powers.
Wild: Choose any player (including yourself) to receive 5 Lucre from the bank. Use once and discard.
Super: You do not have to award any lucre to the player indicated by the destiny
card.
MICRON [M:MKP:B] TOKENS ARE AT 1/4 STRENGTH Marcus Porter (Bad Powers)
You have the power of smallness. All your tokens count as one fourth of a token (rounding down). You may still only bring 4 tokens into the cone.
History: The little known Micron are the inhabitants of a small planet far out in the Macron system. Determined to outshine their more famous neighbors, they have recently acquired space flight and are out to take on the cosmos.
Restriction: Use only in a game with Bad Powers.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Bad type power.
Wild1: The total of everyone's tokens in a challenge are divided by 4 (allies as well as main players).
Super: Your tokens each count as one.
Con: Micron's allies are also worth 1/4.
MOBIUS BOOBS [M:JR:B] FREES OTHERS' TOKENS Jack Reda (Bad Powers)
You have the power to liberate. Each time one of your tokens goes to the warp, you must free any other players' tokens currently in the warp.
History: A genetic experiment in warp necromancy gone horribly awry, the Mobius Boobs unwittingly make their enemies that much stronger as they themselves grow weaker.
Restriction: Use only in a game with Bad Powers.
Wild: Free half (rounding up) of each players' tokens from the warp.
Super: Your tokens do not free other tokens from the warp.
MONK [M:PR:BL] Does Not Use Lucre Patrick Riley (Bad Powers)
You have power over material wealth. 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. Use only in a game with Lucre.
Wild: 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.
NERD [M:JR:B] NEVER ASKS FOR ALLIES Jack Reda (Bad Powers)
You have the power of dorkiness. You may never invite allies.
Players who can ally without being invited may still do so.
History: A lifetime of being alone, planning conquests, and collecting card games, has given the Nerds powers undreamed of.
Restriction: Use only in a game with Bad Powers.
Wild: You may prevent anyone from allying with your opponent in a
challenge.
Super: You may invite allies. No one is obliged to join you, however.
OOKOOC [M:MKP:B] STAYS IN THE WARP Marcus Porter (Bad Powers)
You have the power of confusion. Whenever you retrieve tokens
from the warp, you must do so randomly. Any tokens belonging to
other players drawn are returned to them. You do NOT get to draw
again.
History: Originally servants genetically engineered from a species of
bird that lays it's eggs in other birds nests after pushing out the
original eggs, the Ookooc are the result of a terrible mistake. A
backwards instruction in their genetic code causes them to replace
their eggs with the eggs of their neighbors. test
Restriction: Use only in a game with Bad Powers.
Wild: Every player, when they retrieve tokens from the warp, must
do so randomly and return any tokens belonging to other players to
their owners.
Super: You may take your tokens out normally.
OVERACHIEVER [M:JR:B] MUST GET AN ADDITIONAL BASE TO WIN Jack Reda (Bad Powers)
You have the power to confidence. To win you must occupy an additional base
over and above the normal win conditions. For example, in a 'normal' game you
must occupy 6 external bases.
History: Extreme confidence is the benchmark of the Overachiever's progress, but is also the nature of their downfall. Who knows where they will rest in the end?
Restriction: Use only in a game with Bad Powers.
Wild: You need one less base than usual to win.
Super: You may play with the same win conditions you would have without this
power.
PARIAH [M:PR:B] Targeted by Other Players Patrick Riley (Bad Powers)
You have the power to be 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.
Wild: 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.
PEACENIK [M:JR:B] MUST COMPROMISE Jack Reda (Bad Powers)
You have the power of conscientious objection. When called upon to play a challenge card, you must play a compromise if you have one.
History: War has never been the answer, no matter how long it has been used and abused. At least, so say the Peaceniks.
Restriction: Use only in a game with Bad Powers.
Wild: You opponent's played challenge card is treated as if it were a compromise.
Super: You may choose your challenge cards normally.
PENITENT [M:PR:B] Gives Opponent Consolation Patrick Riley (Bad Powers)
You have the power to feel guilty. 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.
Wild: 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.
PRODIGAL [O:JR:BL] MUST PAY TO PLAY CARDS Jack Reda (Bad Powers)
You have the power to pay. You cannot play a non-challenge card unless you first spend 1 Lucre. If you must play a card and you have no lucre, you may contract a debt with the bank, but you may not spend Lucre on anything until this debt is repaid.
History: There is no such thing as charity in the minds of Prodigals, and they prefer to pay their way through their conflicts.
Restriction: Use only in a game with Bad Powers and Lucre.
Wild: You may buy any amount of cards or Flares for half the normal price.
Super: You need not pay anything to play a card.
QUIETUS [M:JR:B] TOKENS ARE LOST PERMANENTLY Jack Reda (Bad Powers)
You have the power of spontaneous cumbustion. All tokens you lose are permanently removed from the game.
History: The Quietus slink silently through the universe hoping to make their mark before noisily vacating existence.
Restriction: Use only in a game with Bad Powers.
Wild: You may restore any or all tokens lost to the Void or Void-like effects
in this game. Draw a card from the deck for each token restored. Use once and discard.
Super: Your lost tokens go to the warp normally.
RIFFRAFF [M:PR:B] Discards Non-Challenge Cards Patrick Riley (Bad Powers)
You have the power to squander. 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.
Wild: 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:PR:B] Loses Tokens on Compromise Patrick Riley (Bad Powers)
You have the power 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.
Wild: If you play a compromise, your tokens are not lost but instead return to other bases.
Super: You need not commit seppuku.
SLUG [M:MKP:B] NEVER MOVES Marcus Porter (Bad Powers)
You have the power of lethargy. You may never move your own tokens except onto the cone or into the Warp. Whenever you must place tokens on bases (returning from a challenge as an ally, retrieving tokens from the Warp, etc.) another player may place them for you wherever they like (as long as it is a legal spot for you). This other player will be either the opposing main player or the player whose turn it is next (other than the Slug).
History: Long ago the Slug decided that laying on the ground and not moving were their best defense. They have been doing it so long that they are incapable of moving unless strongly motivated by the thought of more land to lay over.
Restriction: Use only in a game with Bad Powers.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Bad type power.
Wild1: Everyone must place their tokens on ONE base only when returning them to bases or retrieving them from the Warp.
Super: You may place your own tokens.
Con: You may decide where Slug's tokens are placed.
SPORTSMAN [M:PR:B] Gives Opponent Second Chance Patrick Riley (Bad Powers)
You have the power of fair play. If you win a challenge, you must give the other player a second chance. You and your opponent must then a 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.
Wild: 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:PR:B] Obeys Other Players Patrick Riley (Bad Powers)
You have the power to obey. 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.
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.
Wild: 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.
TEETOTALER [M:JR:B] MAY NOT PLAY NON-CHALLENGE CARDS Jack Reda (Bad Powers)
You have the power of Moderation. You may never play Reinforcements, Kickers, Edicts or Flares (other than cards which nullify this power).
History: No amount of peer pressure has ever managed to get the Teetotalers to deny their upbringing and beliefs. They feel they can win the old fashioned way.
Restriction: Use only in a game with Bad Powers.
Wild: This card may be played like the Sanity edict.
Super: You may use non-challenge cards normally.
VAGRANT [M:MKP:B] ONLY COMMITS ONE TOKEN Marcus Porter (Bad Powers)
You have the power to wander. You may only commit one token in any
challenge you are involved in.
History: Loners at heart the Vagrants wander the cosmos in groups of
one because not only can they not stand the sight of other races, they
can't even stand each other.
Restriction: Use only in a game with Bad Powers.
Wild: No player may enter the cone with more than two tokens.
Super: You may enter the cone with more than one token (but no more
than 4).
ZEALOT [M:JR:B] ALWAYS COMMITS FOUR TOKENS Jack Reda (Bad Powers)
You have the power of zeal. Whenever you enter the cone, you must
commit with 4 tokens.
History: Zealots know nothing of whimpers. They will always go out with a BANG.
Restriction: Use only in a game with Bad Powers.
Wild: This challenge, everyone must enter with 4 tokens. If a player
is invited to ally they must accept (on one side or the other).
Super: You may enter the cone with less than four tokens.
Displayed 50 powers.
Expansion by Marcus Porter
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