#Ev2n1 Encounter V2#1 ; ; These are Nick Sauer's adaptations of powers from Encounter Magazine ; Volume 2, Number 1. ; ; None of these powers have been playtested. Use at your own risk. ; ; Volume 0.1 - November 19, 1991. ; ; ; The next fifteen powers are from Ken Cox. ; ; I feel a slight explaination is needed here. I am the same individual who ; is listed in the Alien Bizarre section of this issue. I am not including ; all of the powers from this issue (even though I had a hand in putting them ; into their final versions seen in the magazine) because, my standards for ; inclusion of powers in my own set is a little more strict than what ; ultimately ended up in the Alien Bizarre. ; ; Informer was too weak. ; Paranoid was too weak. ; Probe was too similar to the Duplicator (Encounter V1#4). ; Queue does not give an advantage. ; Salt name was changed to Shield. ; Teela requires extra equipment. ; Xx name was changed to Turncoat. ; BUSHWHACKER [O:Ev2n1:2] Keeps Target Secret You have the power to ambush. As offensive player, take a Destiny Card but keep it hidden. If you draw your own color, you may reveal it and draw a new card or you may keep it and make a challenge in your own system. Write down the planet you will attack (and the color of the player if you are attacking in your home system), then put tokens in the cone but do not point it. No allies are allowed on either side in your challenges. Each other player plays a Challenge Card (Kickers must be announced normally). You then reveal the target planet. There is no defensive main player until the target planet is revealed. Players other than your opponent return cards to their hands. You now play your card. Then reveal the cards and resolve the challenge. The defensive player may use his power normally despite having already played a card down in the challenge. The color of the Destiny Card cannot be changed. History: The Bushwhackers capture prey by dropping from a concealed location. Their troops specialize in sudden, unexpected attacks that leave their opponents scrambling to mount a defense and prevent the hapless victim from organizing allies. Restriction: Do not use in a two-player game. Do not use in a game with Insect, Changeling, or Plant. Wild: As offensive player, you may point the cone at any base of the player whose color was revealed, not necessarily in his home system. Super: After you reveal your target, all players other than your opponent who played cards discard them. Wild1: As offensive player, you may point the cone at any base of the player whose color was revealed, not necessarily in his home system. Super1: After you reveal your target, all players other than your opponent who played cards discard them. BUSYBODY [O:Ev2n1] Can Replace a Challenge Card You have the power to meddle. In any challenge in which you are not a main player or an ally, you may look at either player's Challenge Card after it is played and before it is revealed. You may then trade that card for one from your hand. If you trade the card and the player wins the challenge or makes a deal, you receive a reward of one card from the deck or one token from the Warp for every token the player had in the challenge. If you trade and the player loses the challenge or fails to deal, you lose the same number of tokens to the Warp as he does; you select which of your tokens to lose. History: The Busybodies evolved from social insects. In addition to having absolutely no concept of privacy, they take the notion of "pitching in" to extremes. If a Busybody sees someone involved in a task, it will drop whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain a position of dominance from which they can interfere with the affairs of the entire Cosmos. Restriction: Do not use in a two player game. Wild: Once per turn, when you are not a main player, you may switch the regular hands of two other players who currently have cards (they keep the new hands). Super: If you interfere with a player and he loses, you do not lose any tokens. Wild1: Once per turn, when you are not a main player, you may switch the regular hands of two other players who currently have cards (they keep the new hands). Super1: If you interfere with a player and he loses, you do not lose any tokens. CAPACITOR [M:Ev2n1] Saves Excess Power You have the power to store and release. You begin with a charge of zero. As a main player, before cards are played, call "store", "release", or "neutral". (If you fail to indicate which, "store" is assumed.) When you store, you add the difference between your total and your opponent's to your charge. If either player plays a Compromise, treat that player's total as zero for the calculation. If your total is less than your opponent's, you add a negative number to your charge, which can become negative. When you release, you must announce how much of your charge will be used to add to your total. Your charge is then reduced by that amount. If your charge is positive when you release, you must announce a number between 1 and your current charge. If your charge is negative when you release, you must announce a number between -1 and your current charge. When you are neutral, your charge remains unchanged for the challenge. If you lose your power, your charge remains at its current value. History: Inhabitants of a gas giant whose turbulent atmosphere produces immense lightning bolts, the Capacitors store and release electrical energy as a natural part of their life processes. They have become adept at utilizing other forms of power, saving their strength for massive blows designed to crush all opposition. The Capacitors dream of the day when all Cosmic power will be theirs. Wild: As a main player, if both sides play Attack Cards, you may draw one card from the deck for every 10 points (or fraction thereof) that their final totals differ by. Thus if their totals differ by 7, you may draw one card; if they differ by 22, you may draw three. Super: When you release, you do not have to decrease your charge. Wild1: As a main player, if both sides play Attack Cards, you may draw one card from the deck for every 10 points (or fraction thereof) that their final totals differ by. Thus if their totals differ by 7, you may draw one card; if they differ by 22, you may draw three. Super1: When you release, you do not have to decrease your charge. ENTROPY [M:Ev2n1] Gets Points for Every Loss You have the power of inevitability. You start with zero points. You receive one point for each token that enters the Warp or is eradicated and for each card that goes on the discard pile. In each challenge where you are a main player, add your points divided by 10 (round down) to your total. If you lose your power, you keep your points but do not get more points or add points to your total. You get points for tokens even if they are healed (but not Zombie or Wild Boomerang tokens) and points for cards that actually enter the discard pile even if they are later Filched, etc. History: Viewed by most races as an insensate law of nature, Entropy is actually an intelligent noncorporeal race that draws energy from every act. Growing stronger with each passing minute, Entropy knows that it will be the ultimate victor - even if only in the death of the Cosmos. Wild: As a main player in a challenge, you may disorder your opponent's tokens by redistributing them among his bases before the cone is pointed. You must leave at least one token on each of the player's bases. If you still have this card after the challenge is completed, you must give it to your opponent. Super: You may add your points divided by 10 (round down) to your side's total as an ally. Wild1: As a main player in a challenge, you may disorder your opponent's tokens in his home system by redistributing them among his bases in his home system before the cone is pointed. You must leave at least one token on each of the player's bases. Super1: You may add your points divided by 10 (round down) to your side's total as an ally. GROVEL [O:Ev2n1] Can Beg Opponents to Reconsider You have the power to plead. As a main player in a challenge, you may beg any player to modify his actions immediately after he takes them. You may ask him: to point the cone at a different planet in your system; not to use a card just played (you may only plead about each type of card once per challenge, i.e. Flare, Edict, Challenge Card, etc.); not to use an optional Alien Power; not to invite allies; and, if your opponent wins the challenge, to allow the tokens you lost in the challenge to return to other bases instead of going to the Warp. If he agrees to your request, you may plead once more during the challenge. You can no longer plead after your second request is granted. If a request is refused, the refusing player must put one of his tokens into the Warp; you may plead later in the challenge on a different subject (and if refused again, that player must put another token in the Warp, and you may plead on a different subject, and so on). History: Overawed by the vast powers of other Aliens, the Grovels adopted an attitude of excessive, even subservient, politeness. When attacked, they beg their opponents to show mercy. When their requests are met, the Grovels are placated, but when refused, they strike out violently and increase their demands. Wild: When you are not a main player, if the offensive player does not invite you to ally, you may show him this Flare and ask him to invite you. if he still refuses, put two of the tokens he has in the cone into the Warp. Super: You may use your power to plead as an ally in a challenge. Wild1: When you are not a main player, if the offensive player does not invite you to ally, you may show him this Flare and ask him to invite you. if he still refuses, put two of the tokens he has in the cone into the Warp. Super1: You may use your power to plead as an ally in a challenge. KNOT [O:Ev2n1:2] Can Arrange Obligations You have the power to bind. You may ask for an obligation from a player whenever you have the option to ask him to ally, to accept his offer to ally, or to reject his opponent's offer to ally. In addition, you may ask for an obligation from any other player whenever you have the option to use or refrain from using an optional power, or to refrain from making an additional challenge on your turn. The obligation that you request is for the same type of action. For example: "If I refuse alliance with your opponent, will you refuse alliance with my opponent when I ask you to?" If the player agrees and you meet your side of the bargain, he is obliged to you. At any later time, you may remind him of the obligation and he must behave as he promised. He is then free of that particular obligation. You may continue to ask for obligations during each challenge until one is agreed upon. If no player agrees to one of your proposed obligations, you may stop asking for obligations during that challenge and take a card from the deck or token from the Warp. If you lose your power, existing obligations stay in effect but you cannot use them until you regain your power. If you are zapped when you remind a player of his obligation to you, that obligation is nullified. History: Refusing to encumber themselves with the complexities of contract law, the Knots have adopted a much more basic system. "I will do this favor for you. But then, someday, I will ask you for a favor, and when I do..." Restriction: Do not use in a two player game. Wild: You and your opponent may obtain obligations from one another as part of a deal. The obligations are limited to the same types that the Knot can obtain. Super: As the offensive player, you may continue to ask for obligations until you get up to three each challenge. Wild1: You and your opponent may obtain obligations from one another as part of a deal. The obligations are limited to the same types that the Knot can obtain. Super1: As the offensive player, you may continue to ask for obligations until you get up to three each challenge. LEECH [M:Ev2n1] Takes from Opponents You have the power to drain. After the resolution of a challenge in which you were a main player, do any one of the following to your opponent: make him put one of his tokens in the Warp or make him give you his highest Attack Card, a Compromise or a specific type of non-Challenge Card (Flare, Edict, Kicker, etc.) from his regular hand. You choose the penalty without looking at his hand. If you choose to make your opponent lose a token, he selects the token. If you choose a card penalty and he does not have a card of the appropriate type, he does not have to do anything. If he does have such a card, he must select one and give it to you. History: The vermiform ancestors of the Leeches combined to destroy larger animals by draining them of blood. Their intelligent decendants use more sophisticated techniques, but their Cosmic opponents are still curiously weakened by each contact. Wild: You may take a card at random from each other player's regular hand and discard them along with this card. Super: When you leech, your opponent must put a token in the Warp and give you two cards of your choice from those you could normally take. If he doesn't have a card of a particular type, he still gives you the other. Wild1: You may take a card at random from each other player's regular hand and discard them along with this card. Super1: When you leech, your opponent must put a token in the Warp and give you two cards of your choice from those you could normally take. If he doesn't have a card of a particular type, he still gives you the other. PAVLOV [O:Ev2n1] Can Reward or Punish Opponent You have the power to condition. As a main player or an ally in a challenge, before cards are played you may give your opponent a Challenge Card from your hand. If he plays that card, any tokens he loses as a result of the challenge return to bases (if he is defensive player, they must leave the challenged planet or Moon), and he receives an additional reward of one token from the Warp or one card from the deck (his choice). If he does not play the card, after the challenge is resolved put any one of his tokens from a base into the Warp. These rewards and punishments apply to any challenge outcome, including failure to deal. After the challenge is resolved, you get back the card you gave your opponent if he did not play it. History: The small but wise Pavlovs achieved mastery of their home planets by training all rival species, using a system of rewards an punishments. They now apply their skills to their Cosmic adversaries, subtly directing their opponents' behavior into a pattern of the Pavlov's choice. Wild: As a main player in a challenge, before cards are played, you may name a Challenge Card (Compromise or specific Attack Card). If your opponent reveals such a card, after the challenge is resolved he receives a reward of three tokens from the Warp or three cards from the deck. Super: Your punishment for disobedience is two tokens from bases to the Warp; You select both tokens. Wild1: As a main player in a challenge, before cards are played, you may name a Challenge Card (Compromise or specific Attack Card). If your opponent reveals such a card, after the challenge is resolved he receives a reward of three tokens from the Warp or three cards from the deck. Super1: Your punishment for disobedience is four tokens from bases to the Warp; you select the tokens. PROLONG [O:Ev2n1] Can Extend Challenge You have the power to protract. When you are a main player in a challenge, if both players reveal Attack Cards you may call "extend." You an your opponent must then play and reveal an additional Attack Card. You may continue to call extend as long as both main players can play Attack Cards. You may stop extending at any time. When the extension stops, challenge results are determined. Kickers multiply the value of they Attack Card that they are played with during the extension. Card-related powers (Chosen, Gambler, Laser, Mutant, Oracle, Visionary, etc.) are applied to each card played during extension. All cards played are discarded. Players cannot draw new hands during extension. History: Possessed of an overdeveloped sense of pride coupled with a love of battle, the Prolongs are rarely willing to admin defeat or claim victory. Their Cosmic adversaries dread confrontation with the Porlongs because even a minor skirmish is often drawn out into a long and exhausting battle. Restriction: Do not use in a game with the Chronos. Wild: You may reveal this card whenever a player gets his last base needed to win the game. Then, as long as you hold this Flare in your hand, the number of outer bases needed to win is increased by one for all players. Super: You may use your power to protract even as an ally. Wild1: You may reveal this card whenever a player gets his last base needed to win the game. Then, until the Challenge Deck is reshuffled, the number of outer bases needed to win is increased by one for all players. Super1: You may use your power to protract even as an ally. SHIELD [O:Ev2n1] Can Force Discard of Attack Card You have the power of disarmament. As main player in a challenge, if you have an Attack Card, before cards are played you may call "disarm." You and your opponent must then discard an Attack Card. Your opponent discards his highest Attack Card, and you discard any one of your Attack Cards. If as a result the offensive player has no more Challenge Cards, his turn immediately ends (tokens return to bases); if the defensive player has no Challenge Cards, he discards his hand and draws a new one as normal. History: The peace and security of the Salt worlds was guaranteed by a comprehensive system of treaties that eliminated all offensive weapons. Out of necessity, the Salts rearmed when confronted with hostile aliens. They now seek to regain their peaceful lifestyle, even if it means taking on the weighty responsibilities of Cosmic rule. Wild: Each challenge, you may make all other players keep their highest Attack Card face up in front of them. Each player returns the card to his hand only to play a Challenge Card or when another player must draw from his hand. Super: When you call disarm, you may name any number up to the number of Attack Cards you have. You and your opponent must then discard that many Attack Cards if possible; your opponent discards his highest Attack Cards and you discard any Attack Cards you choose. Wild1: You may make all other players keep their highest Attack Card face up in front of them at all times. Each player returns the card to his hand only to play a Challenge Card or when another player must draw from his hand. This remains in effect until the Destiny Pile is reshuffled. Super1: When you call disarm, you may name any number up to the number of Attack Cards you have. You and your opponent must then discard that many Attack Cards if possible; your opponent discards his highest Attack Cards and you discard any Attack Cards you choose. TOADY [B:Ev2n1:2] Helps Another to a Shared Win You have the power to kowtow. At the beginning of the game, after powers are distributed, select and announce one other player as your "lord" or "lady". Whenever your lord is a main player, you may ally with him without being invited, and you may not ally against him unless forced by the Magnet (but his opponent, for example the Grudge, can still invite you). Also, before cards are played in the challenge, you may offer your lord any cards from your hand. He looks at the cards you offer and accepts or rejects them as a group. If he rejects the cards, you return them to your hand. Also, you may use your own Lucre to buy cards and give them to him (you may look at them), and you may give him any or all of your Lucre before cards are revealed. As a main player, if you flip your lord's color in the Destiny Pile, you may only attack another player's color that is in your lord's system. That player is the defensive player for the challenge. If you cannot make such a challenge in your lord's system, ignore that flip of the Destiny Pile. If your lord wins the game, you share in his win. History: Bewildered by the complexities of the Cosmos, the Toadies have taken refuge in a subservient relationship with a more powerful Alien. Their fawning attention is unappreciated by their chosen master, as the slight aid the Toadies provide is more than offset by the eventual sharing of Cosmic power. Restriction: Do not use in a two or three player game. Wild: If any player wins the game by winning a challenge in which you were his ally, you share in the win. You do not share the win if the player won by making a deal. Super: At the start of your turn, you may change lords. Announce the change to all players. Wild1: If any player wins the game by winning a challenge in which you were his ally, you share in the win. You do not share the win if the player won by making a deal. Super1: At the start of your turn, you may change lords. Announce the change to all players. TURNCOAT [O:Ev2n1] Switches Compromise, Attack Cards You have the power to doublecross. As a main player in a challenge, after cards are revealed, if you revealed a Compromise Card you may do one of the following: you may exchange your Compromise Card for any Attack Card from your hand; you may exchange your opponent's Attack Card with a Compromise Card from your hand; you may exchange your opponent's Compromise Card with an Attack Card from your hand. No other powers (Oracle, Laser, Visionary, etc.) can prevent the replacement. Also, if you are a main player or ally in a challenge, if any other player discards a Compromise Card you may pick it up and take it into your hand. History: In their first Cosmic encounter, the unpronouncable Xx were betrayed at the conference table. Ever since, whenever any Xx offers peace with one chela, he takes the precaution of holding a blaster behind his thorax in another. Wild: As an ally in a challenge, if your side has been determined to have won the challenge, you may exchange one of the revealed Challenge Cards with a Challenge Card from your hand such that your side will now lose the challenge. Super: You may use your power to doublecross as an ally in a challenge. Wild1: As an ally in a challenge, if your side has been determined to have won the challenge, you may exchange one of the revealed Challenge Cards with a Challenge Card from your hand such that your side will now lose the challenge. Super1: You may use your power to doublecross as an ally in a challenge. ULTIMATUM [O:Ev2n1] Threatens Dire Consequences You have the power to threaten. As a main player in a challenge, before cards are played you may say to your opponent, "If you play an Attack Card of value X or greater, I will add X to my total" where X is a number between 7 and 40, inclusive. You may shorten the threat to "X or greater." If your opponent does play such a card, you add the value X to your total in the challenge. History: Brinkmanship is an art form among the Ultimata, who have had more than 20 close brushes with nuclear war (and three actual missile exchanges, but no one talks about them) in their history. The Ultima threaten their Cosmic opponents at every opportunity and, when defied, carry out their threats to prove they mean business. Wild: If you lose as an ally in a challenge, you may draw two cards from the regular hand of the main player you were allied with. You must announce the use of this Flare before cards are played in the challenge. Super: You may use your power as an ally, threatening your side's opponent. Wild1: If you lose as an ally in a challenge, you look at the regular hand of the main player who you were allied to and take up to as many cards as you had tokens in the challenge. You must announce the use of this Flare before cards are played in the challenge. Super1: You may use your power as an ally, threatening your side's opponent. WASTREL [O:Ev2n1] Can Discard Hand You have the power to discard. As the offensive player, in lieu of your challenge you may discard your entire hand (including the Keeper) and draw a new seven card hand from the deck. This counts as a successful challenge for the purpose of continuing your turn. If you draw a hand with no Challenge Cards, your turn ends immediately and play passes. History: Evolving on a world of abundant resources in close orbit around a high-energy sun, the Wastrels never developed any concepts of frugality or conservation. When the Wastrel home sun went supernova, a few Wastrel colonies survived. These colonies now seek to wrest enough resources from lesser species to support themselves in their accustomed style. Wild: At the start of your challenges, you may discard one card from your regular hand to the discard pile. Super: You do not have to forfeit a challenge to discard your hand. You may discard your hand once at any point during your challenge. Wild1: At any time, you may discard one or two cards from your regular hand to the discard pile. Super1: You do not have to forfeit a challenge to discard your hand. You may discard your hand once at any point during your challenge. ZERO [O:Ev2n1] Can Zero Attack Cards You have the power of naught. As a main player in a challenge, after cards are played but before they are revealed you may call "zero". If you do so, any Attack Cards that are played become Attack 0 cards. If either main player played an Attack Card, he may discard it and play another Attack Card face down in its pplace if he has one. Powers such as the Laser, Oracle, etc. apply to the play of this second card as well. Zeroing only affects the Deuce's first card, and he may play an additional Attack Card to replace it. History: The Zeros are ascetics and condemn all profligate acts. Their revulsion at excess leads them to acts of self-sacrifice so noble that others are momemtarily carried away and match their forfeiture. Wild: Upon receiving this card, you must discard your entire hand (except for this card, which you must keep). If you are the offensive player, your turn ends immediately, all tokens in the cone return to bases, and play passes. Super: If your opponent plays an Attack Card after you zero, he must play his lowest Attack Card. Wild1: Upon receiving this card, you must discard your entire hand. If you are the offensive player, your turn ends immediately; all tokens in the cone return to bases, ad play passes. Super1: If your opponent plays an Attack Card after you zero, he must play his lowest Attack Card.