Players Choose Defensive Player
You have the power of destiny. Game Set-Up: Add the three color cards of one color not in the game. Shuffle the destiny cards and deal four to each player, keeping the extra three. In a six player game there is no extra color, and you keep the extra card. These cards are added to other players' starting hand and are considered part of their hand in every way, but they are kept when a player gets a new hand. If Cloud is in the game, they always go to the viewing hand. Cryo cannot preserve them. They never go to Miser's hoard. Your destiny cards are not considered part of your hand and are immune to loss from other players, though you are permitted to trade them as part of a deal.
When the offensive player, including yourself, would normally flip the destiny pile to determine the defensive player, he instead chooses a destiny card from his hand and proceeds as if that was the card flipped in destiny. The card goes to the destiny discard pile as normal. A player cannot choose a destiny card of a color not in the game. If another player is unable to play a destiny card for an encounter, use this power to have that player's turn end. If you are Cosmic Zapped for this reason, you will become the defensive player. After a player has played his destiny card, you may use this power to override his choice with a destiny card from your hand. The player proceeds as if that was the flipped destiny card as does any power or card that activates upon it.
When you are out of destiny cards or only have destiny cards of a color not in the game when you must play a destiny card, collect all destiny cards from players and the discard pile, shuffle them, and deal them out as per Game Set-Up. If you do not have your power due to lack of home colonies or this power card is permanently removed the game, all players, including you, discard their destiny cards and the destiny pile returns to normal use. If you get this power back, shuffle and deal the destiny cards as per Game Set-Up.
HISTORY: Many an alien has bemoan his luck when enemies attack at the most inopportune time. Is it truly bad luck, or is there some sinister intelligence behind it?
Do Not Use With Dictator, Hex, Pod, Or Reverse System Hexes
Wild: You may remove any one destiny card from the destiny discard pile to out of the game. Give this Flare to Fate if in the game; otherwise, discard it.
Super: When you deal the destiny cards, you decide who gets what cards. No player may receive more than two total of their own color or a color not in the game.
Commentary: This is a rules power created by me. I originally created this power with the Mayfair destiny deck in mind. It was easier to do with Mayfair's destiny. There were more cards, such as the Reverse Cones, Comets, and Special Destinies. Fate was able to choose which Comets/Special Destinies were in the game. There was no extra color not in the game. Players were able to receive 6 destiny cards with Fate getting an extra 4. Also, destiny cards were not part of players' hands which eased the inherent complexity of the power. Since Fantasy Flight has a smaller destiny deck I had to adapt by readjusting the power. I needed to add a color not in the game so that players have enough cards to have encounters. With a lucky draw you can have four encounters before you're out, which is a minimum two turns provided you win your first encounter. Should Fantasy Flight add more Special Destinies and Reverse Cones at some future time, the number of destiny cards Fate deals out might need to be adjusted. Because of Fantasy Flight's change to dictator, Fate became almost obsolete. To keep it relevant I now have destiny cards be part of players' hands. They can be taken in compensation, traded in deals, and are subject to powers such as Trader. Of course, it also forced me to make specific references to powers such as Cryo and Cloud. Always having the destiny cards in the viewing hand keeps things as simple as possible, but they could go to the blind hand where players choose one randomly when they would flip destiny. Cryo not preserving them prevents him having his own color or not in use color stashed away. However, if you don't mind this you can ignore the restriction.
Where as Clown has destiny determine the offensive player, Fate allows players to choose the defensive player on their turn. Clown and Fate can be in the same game. In such a case, when a player plays a destiny card on his turn, except for Clown, he determines the offensive player who attacks him. Fate/Clown, though not a super combo, is a fun combo to have of which I speak from personal experience.
I wanted to make each reverse system hex from Mayfair into a power. I was only successful with Worldships which evolved into Fate. I don't find Fate to be that complicated. The only real change in the destiny pile is that all players choose their own defensive player. Everything else about the destiny pile is normal. The strength of Fate is the Worldships aspect of it for the player and the ability to end players' turns. This makes destiny cards valuable resources for players since they wouldn't want their turn to end due to lack of a playable destiny card.
Machine hates Fate but can be in the same game. Machine gets to continue his turn after losing an encounter provided he has a playable destiny card.
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Seems like a way-too-weak version of the Dictator and Will. Sure, it's useful to some extent, but it also gives everyone else a mini-Will power. And yes, you can occasionally end someone's turn, but the more you use the Dictator/Will ability, the less often you'll be able to do that.
I don't think the reverse system hexes need to be made into powers. They work fine as they are.