Eradicals (E-RAD-ICK-CULS)

Eradium is a rare and powerful substance that has the ability to grant special abilities to humans who are exposed to it. The effects of Eradium are unpredictable and can manifest in a wide range of ways, from superhuman strength and speed to the ability to manipulate energy or control the elements. Exposure to Eradium is rare, so only a small number of people have these abilities. Those who are affected must figure out how to use their powers and navigate a world that is largely unaware of their existence.   When an individual acquires an Eradic abilities, they must roll a 1d% to determine the power and a 1d4 to determine the severity level of the ability (weak, notable, dangerous, or overpowered). The effects of Eradium are highly variable and can manifest in a wide range of ways, depending on the category and severity of the power. Exposure to Eradium is rare, but our records indicate that a small number of individuals have demonstrated these abilities. Further research and investigation is needed to understand the mechanisms behind these powers and the potential risks and benefits they may offer.   Note: Players are allowed to describe their power's appearance on the level of major kantrips or body modifications with the DMs approval (and in some cases may be insisted on by DMs choice).        
  1. Super strength (1=+2 st / 2=+4 st / 3=+10 st / 4=Max st).
  2. Super speed (1= x2 movement,-actions-AC, -2 initiative / 2= x3 -4 / 3= x4 -6/ 4= x5 -9
  3. Invulnerability (1 = to cold/heat / 2 = to poison/toxins / to natural damage / to magic)
  4. Flight (1= normal speed / 2= x2 / 3 = x3 / 4 = 1d4 vs 1=x4, 2=x10, 3 x20, 4=100)
  5. Elasticity (1 = 10ft / 2= 50ft / 3= 100ft / 4= 500ft) Cruul roll vs grapple.
  6. Shapeshifting (1- Change features / 2=change race/sex / 3 = imitation vs char +5 / 4 = imitation perfect)
  7. Healing factor (1= 1hp per round / 2= 3 hp / 3= 10 hp / 4 = all hp)
  8. E-RAD blast ( 1- 1d6+1 damage-hit / 2= 2d6+2, 2d6+2 / 3= 3d6+3 3d6+3 4= 4d6+5 4d6+5) *Cruul Roll vs power.
  9. Super senses (1= -1 AC, +1 to hit, 25% detect / 2= -2, +2, 50% / 3= -4, +4, 75% / 4= -5, +5, detect 99%)
  10. Telekinesis (1= move object with 3 st 20 ft / 2 = 10 st 100 ft / 3 = 18 st 200 ft / 4 = 24 st 1000 ft)
  11. Telepathy (1= vs target int -1 for 1d4 minutes / int -2 1d4+1 mins / int -4, 3d4+3 mins / 4= int -5, 1d4 hrs
  12. Laser vision (1= dam 1d4 x2, +2 to hit, 2= 2d4 x 2, +3 / 3= 3d4 x 2. +4 / 4d4 x2, +5) Halved if one eyed.
  13. Breathing underwater (1= taxing -4 to hit +4 to AC / 2= some difficulty -2, +2 / 3= fine / 4= advantage)
  14. Invisibility (1=Low 10% unseen, x2 dark / 2= Mid 25% x2 dark / 3= High 50% x 2 dark /4 = full 100%)
  15. Super claws* (1= 1d4,d4 dam / 2= 2d4, 2d4 / 3=3d4,3d4 / 4= 4d4,4d4 ) *crits X3 damage
  16. Animal mimicry (1 = turn into small animals / 2 = turn into medium, animals / 3=.large / 4= huge)
  17. Super agility (1= +1 to hit -2 to AC / 2 = +2, -3 / 3 = +4 - -5 / 4= +5, -5)
  18. Cryokinesis* (1= freeze dam 2d4 auto / 2 = 3d4 auto / 3= 4d4 auto / 4 = 5d4 auto) *control ice
  19. Pyrokinesis* (1= fire damage 2d4 auto / 2 = 3d4 auto / 3= 4d4 auto / 4 = 5d4 auto) *control fires
  20. Density shifting* (1= make things heavier-lighter 50lbs / 2= 100lbs / 3 = 500lbs / 4 = 1000lbs) vs spell.
  21. Super durability (1 = fortitude 4 / 2 = 6 / 3= 8 / 4 = 1d4 vs 1=10, 2=12 3= 20, 4= 50)
  22. Super reflexes (1 = disadvantage or advantage once per round / 2= 2x / 3 = 3x / 4 = 4x)
  23. Super breath (1= st 10, no damage / 2 = st 12, 1 hp dam / 3 = st 16, 1d4=1 dam / 4= 18 st, 2d4+4 dam)
  24. Super stamina* (1 = +1 con / 2 =+2 con / 3= +3 con, 4= +4 con / 5 = +5 con) *Never need rest or sleep.
  25. Plant control (1= st 5, dam 1hp auto / 2 = st 10, 1d4 auto / 3= st 16 2d4+2 auto / 4 = st 18 4d4+5 auto)
  26. Photokinesis* (1= blind 1 target 1d4 rounds vs spell / 2= 1d4, 2d4 / 3= 2d4, 3d4 / 4d4, perm) *light kantrips.
  27. Super hearing (1+ detect noise 25% / 2= 50% / 3 = 75% / 4 = 99%)
  28. Super smell (1 = detect/identify/track 25% / 2= 50% / 3 = 75% / 4 = 99%)
  29. Super sight (1 = telescopic/microscopic / 2= dark/thermo/infrared / 3= xray 1D% ft / 4= true sight)
  30. Super intelligence* (1= +2 int / 2= +3 int / 3= +4 / 4 = +5 int) *Advantage all int rolls.
  31. Super memory (1=25% remember event or learn practiced skill / 2= 50% / 3- 75% / 4= 95%)
  32. Precognition** (1= 10% hints of coming 1d4 hrs / 2= 25%, 1d4 days / 3= 50% 1d4 weeks/ 4= 75% lifetime.)
  33. Teleportation*** (1= 10ft, 100lbs / 2= 100ft 200 lbs / 3 = 1000 ft, 1000lbs / 4= Anywhere before, 10,000lbs.)
  34. Time manipulation* (1= reroll any seen event by slightly altering time 10% / 2= 15% / 3= 25% / 4= 50%)
  35. Gravity control*** ( 1= control gravity 1 rnd, 10ft radius / 2 = 1d4, 50ft / 3= 3d4, 200ft / 1d4 hrs, 1000ft)
  36. Energy absorption ( 1= All energy blasts that deal damage heal self for 2d4 hp / 2= 3d4 / 3= 4d4 / 4= 5d4)
  37. Size manipulation* (1- shrink/enlarge 25%, st + or - 2 / 2= 50%, 4 / 3 = 100%, 5 / 4 = 300%, 10) * vs spell.
  38. Animal communication (1= one type of animal / 2= 1d4+1 / 3= 2d4+4 / 4 = All.)
  39. Weather manipulation**** (1= Mild / 2= Drastic 1d4+1 dam / 3= Major 3d4 dam / catastrophic 5d4)
  40. Electrokinesis (1= 1 target 3d6 auto / 2= 1d4, 3d8 / 3 = 1d6, 3d10 / 4= 1d8, 3d20) Save vs half dam. Wet x 2.
  41. Geokinesis (rock, dirt, metal or gems (1d4) (1= 3 st 20 ft / 2 = 10 st 100 ft / 3 = 18 st 200 ft / 4 = 24 st 1000 ft)
  42. Technopathy* (1= 15% control or break machine / 2= 25% / 3= 50% / 4= 75%) *Once per round.
  43. Mind control** (1= 1 int vs control for 1d4 mins / 2= x3 int, 3d4 mins / 3= x10 int, 1d4 hrs / 4 =x25 int, 1d4dys)
  44. Adaptive powers* (1= +1 to hit/dam per round vs opponent / 2= +2 / 3 = +3 / 4 = +4) *Max is +10.
  45. Healing touch** (1= 1d4 hp / 2= 2d6, 2, 3= 3d8, 4 / 4= 4d10)
  46. Regeneration (1= regrow limbs 1d4 days, heal 1hp per rnd/ 2= 1d4 hrs, 2 / 3= 1d4 mins, 3 / 4= instant, 4)
  47. Energy blasts ( 1 = 1d4-1d4 per rnd, +2 to hit / 2= 1d6x2, +3 / 3= 2d8x2, +4 / 3d10x2, +5)
  48. Mind reading** ( 1= forced thought retrieval vs int -1 / 2= int -2 / 3= int -3 / 4= int - 4)
  49. Force fields**. (1= self, 3d6 hp of protection/ 2 = 10ft rad, 4d8 / 3 = 50ft, 5d10 / 4= 1000ft 5d20)
  50. Portal creation** ( 1= 6ft portal to 50ft away / 2= 15ft, 1 mile / 3 = 50ft, 1000 miles / 4 = 1000ft, anywhere known). Portals collapse when concentration is broken.
  51. Sonic scream* (1= dam 1 hp all who hear sav vs con half / 2= 1d4 / 3 = 2d4 / 4 = 3d4) Cruul roll vs deaf.
  52. Elemental control* (1=control 1 elemental, 1d6 dam auto / 2 = 2, 2d4 / 3= 3, 2d6 / 4= 4, 4d6) *sav vs half
  53. Lightning manipulation (1= during storms 1 bolt, 6d6 dam / 2= 2, 6d6 dam / 3= 4, 6d6 / 4= 6) *multi bolts allowed. Target saves vs half.
  54. Magnetic powers (1= all metal in 10ft radius moved with 4 st / 2= 30ft, 10 st / 3= 100ft, 18 / 1000ft, 24 st)
  55. Energy constructs+++ (1= maintain 2 constructs with 1HD / 2= 4, 2HD / 3= 6, 3HD / 4= 10, 5HD)
  56. Ranged prowess (1= +2 to hit ranged /2= +3, +1 attack range, x2 / 3= +4, +2, x3 / 4= +5, +3, x4)
  57. Time travel (1= go back or forward 1 round 1 per day / 2= 1d4, 2 / 3= 1d4, 3 / 4= 1d4, 5)
  58. Reality warping (1= adv/dvan on any roll (single or multiple dice) 10% / 2= 20% / 3= 30% / 4 = 45%)
  59. Kinetic Charge (1= 1 object per round, 1d4 dam / 2= 2,1d6, / 3=3,2d4 /4=4,3d6 )
  60. Energy image** (1= project small image, wis -1 vs believe / 2= medium image, -2 / 3= large, -4/ 4 = huge, -5)
  61. Advanced Portal creation**( 1= 6ft portal to 50ft away / 2= 15ft, 1 mile / 3 = 50ft, 1000 miles / 4 = 1000ft, anywhere known). Portals do not collapse when concentration is broken.
  62. Immortality (1= immune to age / 2= also sickness, disease / 3= also poison / 4= also non-magical damage).
  63. Holographic projection** (1= small image indistinguishable from real / 2 = medium / 3= large / 4 = huge)
  64. Dimension hopping (Remove self or target from this dimension by touch 5% / 2 = 10% / 3 = 15% / 4 = 20%)
  65. Transmutation** (1= turn 1lb non-bio nat matter into nat matter, touch / 2 = 10lb / 3 = 50lbs / 4 = 100lbs)
  66. Healing aura** (1= all in 10ft radius healed 3d4hp and cured of natural illness/ 2 = 25ft / 3 = 30ft also magical vs save / 4= 50ft, no save)
  67. Memory manipulation** (1=erase or implant one minor detail vs wis -1 / 2= major, -2 / 3= vitol -3/ 4 = all)
  68. Mind swapping** (1= swap, vs int -2 / 2= -3 / 3= - 4 / 4 = -5) Power, wisdom and intelligence doesn't swap.
  69. Teleportation** (1= as per spell 10% / 2= 20% / 3= 40% / 4- 75%)
  70. Super endurance (1= sleep/food/water needed once per week/ 2= per year / 3= per decade / 4= never)
  71. Super flexibility (1= can't be tied or restrained / 2= also can't be grappled / 3= also -2 AC / 4 = also -3AC (-5))
  72. Power mimicry* (1 = can copy one power seen before / 2 = 2 / 3= 3 / 4= 4) *Gain power witnessed.
  73. Energy shields (1= protected my shield 10hp, recharges 1 pt per hr/ 2 = 20hp, 2 / 3= 30, 10 / 4= 50, 50)
  74. Super dexterity (1= +2 to dex / 2= +3 / 3= +4 / 5= +5)
  75. Mental force fields (1= protect self from all mental assault / 2= 5 others / 3= 25 /4= 100 s)
  76. Probability manipulation (1= 1 roll per day adv/dis / 2= 3 per day / 3= 10 / 4= all)
  77. Dream walking (1- enter a known person's dream 10% / 2 = 25%, 2d4 dam/ 3 = 45%, 3d6 / 4= also vs death)
  78. Space manipulation (1= small space bigger/smaller 100% no disturbing relative space / 2= 200% mid / 3= 500% large / 4 = 1000% huge)
  79. Intangibility (1= become etherial for 1d4 rounds 1 per day / 2= 2d4, 2 / 3d4 rnds, 5 / 4 = at will)
  80. Super immunity ( 1=Immune sick.dis.pos / 2= also imm nat dam / 3= also mag dam/ 4= also mag effects)
  81. Multiplicity (1= maintain an exact clone of self (not items)/ 2= 2 clones / 3= 3 clones / 4 = 4 clones)
  82. Dimensional manipulation** (1= create/enter one small dimension, 10ft radius / 2= 100ft / 3=1mile / 4=10mile)
  83. Wild Manifestation (1= every time use 1 random power 1rnd / 2= 2, 1d4rnds / 3= 3, 2d4 / 4= 4, 2d4rnds)
  84. Molecular control* (1= 1 small item to other items / 2= 2 med / 3= lrg / 4= hge) *spell vs living/magic (death).
  85. Super resilience (1= reduce all damage by 1d10 / 2= 2d10 / 3=3d10 / 4= 4d10)
  86. Super Anger* (1= 1d4rnds, +4 st, +2HD / 2=2d4rnds,+ 5, =4HD / 3=1d4hrs. +5,+8HD / 4=4d3hrs, +10, +16HD) *spell-5 vs amok.
  87. Power augmentation* (1= reroll 1 power / 2 = 2 / 3= 3 / 4=4) *Roll previous owned power = lose power.
  88. Energy blades ( 1= 1d4+4x2/ 2= 1d6+4x2 / 3=1d8+4x2 / 4=1d10x2+5) vs con stun (-3 hit/AC/Savs 1d4rnds)
  89. Super vision (1=alignment, stats / 2=ailments,curses,auras,magic / 3=also xray,heat,dark,invis / 4=adv)
  90. Super intuition (1= -2 AC, +1 wis, never surprised / 2= -3,+2,NS / 3= -4,+3,NS / 4= -5,+4,NS)
  91. Bio manipulation - ( 1= move/control bio st 3 10ft / 2= 10, 30ft / 3 = 16, 100ft, 4= 20, 1000ft )
  92. Energy constructs*** (1= maintain 1 engry construct equal to goblin / 2= 2 orks / 3= 4 bugbears / 4=6 ogers)
  93. Super lung capacity (1=hold breath 1hrs, blow st 4 /2=4hrs, st 10 / 3=8hrs, st 16 / 4=24hrs, st 19)
  94. Super vocal abilities (1=mimic sound-voice / 2=also perfect chr +2 / also dam 1d10 / 4= also vs death deaf)
  95. Super balance (1=never fall, climb 95% / 2= also never fumble / 3=also -3AC / 4=also fumbles crit)
  96. Super metabolism ( 1=+1 con, im pos/tox/dis / 2=also heal x5 / 3=also im curse / 4=4 self grace, +1hpRnd)
  97. Super toxin (1= P vs stun 1d4 rnds -3 / 2=v 2d4, 1d8 dam / 3=v 3d4, 2d8 / 4=v sick -4, 4d4, 3d10, P vs death)
  98. Mind explosion*** (1=1 Cruul Rolls on 1 target /2= 2 on 2 / 3= 3 on 5 / 4 = 4 on 10)
  99. Super Empathy (1= dct 1 target lie,intent,feeling vs wis +4 / 2=also convey / 3=also talk / 4=all targets )
  100. Roll Cosmic Powers
** Can only be used a number of times a day equal to the character's level. A character may not attempt this ability if they are under distress or harm and total concentration must be maintained (resulting in vulnerability and unawareness). In the case of precognition, the character may not attempt to see the same moment twice.   ***Attempting to teleport to unknown, cluttered or busy areas (streets, forests, unknown locations etc) force the character to make a Cruul roll vs death by accidently merging with surroundings. Each person teleported in the same fashion must also make a Cruul roll vs death for the same reason.   **** The character can attempt to strike targets with lightning, hail or various weather related hazards on a successful Cruul roll a number of times per round equal to the power's level. 1= 1, 2= 2, 3 = 3, 4=4. Separate rolls are needed per target. Also, anyone seeking proper cover from the weather in suitable cover can not be harmed by the weather. But, considerable damage can be done to infrastructure (taking half damage) if desired.      

Weaknesses.

  All E-Rads have a Cruul-Roll's chance to have a weakness that results in various negative effects when the offending weakness is present (10ft) or touched. Many E-Rads do not know their own weakness and sometimes learn of it at the most inconvenient of times. If a weakness is acquired, roll the weakness then its effect. The effects are detailed as "close" and "touching".  
  1. Eradium 1d6
  2. Fire 1d6
  3. Water 1d4
  4. Metal* 1d4
  5. Light 1d4
  6. Wood 1d4
  7. Holy symbol 1d4
  8. Dryness
  9. Sun light 1d6
  10. Moon light 1d4
  11. Energy 1d6
  12. Color** 1d4
  13. Music 1d4
  14. Gem*** 1d6
  15. Fear++ 1d4
  16. Ice/snow 1d4
  17. Plant+++ 1d4
  18. Alcohol 1d6
  19. Acid 1d6
  20. Magic 1d6
*(1=iron 2=copper 3=silver 4=gold)   **(1=Red 2=Green 3=Blue 4=Orange 5=Purple 6=Yellow)   ***(1=Emerald 2=Ruby 3=Crystal 4=Diamond)   +(1=rats/mice 2=snakes 3=insects 4=spiders 5=blood 6=Ghosts)   +++(1= Garlic, 2 = Blackroot, 3 = Smokeweed, 4=all)  

Weakness effect.

A weakness will have two effect level (close and touching.) Roll the effect for both according to the weakness chart above. If the source of the weakness is touching the empowered individual, the effect for "close" still applies (since it is still close)   Close.
  1. -4 to all stats and saves.
  2. Disadvantage on all d20 rolls.
  3. Save vs death per round vs lose turn.
  4. powers do not work.
  5. -1d4 con per turn, zero = death, returns at 1 con per turn.
  6. 3d4 dam per round.
Touching.
  1. -10 stats (unconscious if zero)
  2. Disadvantage x 2 on all d20 rolls
  3. Save vs death at disadvantage vs lose turn.
  4. +1 mutation and -10 all stats.
  5. -10 all stats (death if zero)
  6. Save vs death.
 

Mutations

  Those with E-rad exposure induced powers must make a Cruul Roll vs obtaining deformities or physical changes for each power they acquire. If the Cruul roll is successful the character must then make a Mutation Roll below. The character rolls a 1d% vs one mutation and then rolls again. If the roll is lower than the first roll, a new mutation is also added and the player rolls again. This continues until the character rolls higher than his previous roll.
  1. Scales Chr -2 (+2 vs reptoids)
  2. Claws 1d4/1d4 - Chr -1 (+1 intimidation)
  3. Abnormal eyes Chr -1
  4. Tail -1 chr
  5. Glowing Hide in shadows -75%
  6. Animal features (such as ears, nose, or mouth of a specific animal) Chr -1 (+2 vs animals)
  7. Extra limbs 1d4 extra limbs, -2 chr per limb, +1 attack with hands or weps.
  8. Hairs of a different color or texture -1 chr
  9. Different colored eyes Chr -1 (+1 intimidation)
  10. Exaggerated facial features (such as a very large nose or ears) -2 chr
  11. Exaggerated body proportions (such as extremely long legs or arms) -2 chr
  12. Fins -1 chr, advantage in water.
  13. Gills -1 chr, breath underwater.
  14. Monstrous -3 chr (+3 intimidation)
  15. Horns 1- chr
  16. Fangs -1 chr (+1 intimidation)
  17. Spikes -2 chr (+2 intimdation)
  18. Exoskeleton Chr -3, fort 5.
  19. Fur -2 chr, +=1 vs cold.
  20. Tusk-like teeth -2 chr
  21. Energy effects -3 chr (+3 intimidte)
  22. Multiple eyes -4 chr (+2 intimidate)
  23. Tentacles -3 chr (+2 intimidate)
  24. Prehensile tail -1 chr, extra action
  25. Warts/bumps -2 chr
  26. Strange color -2 chr
  27. Quills -2 chr, 1hp dam touch.
  28. Poisonous glands poison vs 1hp
  29. Elongated neck -2 chr
  30. Elongated fingers or toes -1 chr
  31. Exaggerated musculature +1 chr
  32. Extra fingers or toes -1 chr
  33. Large Claws on fingers and toes -3 chr (+3 intimidate) 1d6/1d6 dam.
  34. Slime producing skin -2 chr
  35. Hooves -1 chr
  36. Cat-like eyes -1 chr (+2 with cats)
  37. Webbed fingers or toes 1- chr
  38. Curled horns or antlers -1 chr (+1 animals)
  39. Flaming limb -2 chr, (+3 intimidate)
  40. Snake-like limbs -3 chr (+2 intimidate)
  41. Extra toes -1 chr
  42. Abnormal genitals Flip coin- Heads -1, Tails +1 chr
  43. Insect features -3 chr (+2 vs underdark and insect races.)
  44. Paws -1 chr (+1 animals)
  45. Feathers -1 chr (+1 birds)
  46. Extra weight -1 chr
  47. Scary features -3 chr, (+3 intimidation)
  48. Spiky fur -2 chr
  49. Extra teeth -1 chr
  50. Small spikes along spine or tail -1 chr
  51. Large mouth -3 chr, (+2 intimidate). bite 1d4
  52. Horrible oder -4 chr
  53. Pointed nails (+1 intimidate)
  54. Very long nails -1, (+2 intimidate)
  55. Crest or mane of fur or hair -1 chr
  56. Worm-like toes and fingers -2 chr (+1 intimidate)
  57. Tentacles instead of hair -2 chr
  58. Additional eyelids -2 chr
  59. Prehensile hair -2 chr +1 action/attack, 1d4 dam (or wep.)
  60. Elongated limbs -2 chr, (+1 intimidate)
  61. Snake-like tongue -1 chr (+1 intimidate)
  62. Horribly scarred skin -3 chr (+2 intimidate)
  63. Transparent skin -3 chr (+2 intimidate)
  64. Glowing eyes -1 chr (+2 intimidate)
  65. Multiple tails -2 chr
  66. Energy body -4 chr, (+4 intimidate.)
  67. Extra eyes on forehead or cheeks -3 chr (+1 intimidate)
  68. Shakes and twitching -1 chr, -1 to attack, (-2 to all actions requiring focused dexterity)
  69. Armadillo-like armor -3 chr, fort 3
  70. Additional rows of teeth -1 chr (+1 intimidate)
  71. Monstrous mouth -3 chr, (+3 intimidate)
  72. Mohawk of spikes -1 chr
  73. Metallic skin -1 chr (+1 intimidate)
  74. Plant-like skin -1 chr (+2 intimidate)
  75. Strange face and skin -2 chr (+1 intimidate)
  76. Leopard-like spots or stripes -1 chr (+1 animals)
  77. Enlarged body +1 st, -1 dex, chr -2 (+2 intimidate)
  78. Vulture-like beak -2 chr (+1 intimidate)
  79. Strange colored blood -3 chr
  80. Hyena-like cackling laugh -2 chr (+1 intimidate)
  81. Unusual hands -1 chr
  82. Gorilla-like arms -1 chr (+1 intimidate)
  83. Rhino-like horn -2 chr (+1 intimidate)
  84. Horribly deformed -4 chr
  85. Snake-like hissing -2 chr (+1 intimidate)
  86. Shark-like teeth -1 chr (+2 intimidate) Bite 1d4+1 dam
  87. Crocodile-like -3 chr (+2 intimidate) Bite 1d6 dam
  88. Gem skin -3 chr (+3 intimidate) fort 10, AC 4
  89. Spider-like eyes -3 chr, (+3 intimidate)
  90. Attractive features +2 chr
  91. Stone body -2 chr (+2 intimidate) +2 st, 15 fort, AC 3
  92. Wolf-like senses +2 wis, detect smell 75%, track sent 65%
  93. Deer-like speed and agility +1 dex
  94. Puma-like stealth and cunning +1 int, +1 dex, move silently 75%
  95. Ferocity +2 to hit, +3 to dam,
  96. Enlarged intelligence +3 int, Cruul Roll vs random alignment change
  97. Advanced pheromones +3 chr
  98. Enhanced body +2 chr, +2 con, +2 st, + 2 dex
  99. Cat-like grace +4 dex, re-roll 1st fumble.
  100. Super Enhanced +4 all stats.
     

Cosmic powers.

  Cosmic level powers are yet to be recorded as actual powers. They are theoretical worst case scenarios presented by leading E-rad scientists and experts at this time. If any character is lucky/unlucky enough to roll one of these...we got to talk.   Note: It is entirely possible the DM may force your character into retirement if they achieve cosmic level power. In this event, the DM is urged to allow the player to use the newly acquired power at least 1d4 times or more. Indeed and DM may rule the player may continue playing as a cosmic eradical, but forbidding such is well with the DM's right.    
  1. Cosmic time control The power to control and manipulate time, allowing the user to move forwards, backwards, or freeze time entirely.
  2. Cosmic matter control The ability to control and manipulate matter on a subatomic level, allowing the user to shape and alter the physical world around them.
  3. Cosmic energy control The power to manipulate and control the energy of the universe, allowing the user to create powerful blasts of energy or harness existing energy sources.
  4. Cosmic teleportation The ability to teleport across vast distances, allowing the user to instantly travel across the universe or to other dimensions.
  5. Black hole control The power to create and control black holes, allowing the user to manipulate the gravitational forces of the universe.
  6. Cosmic mind control The ability to control and manipulate the minds of vast numbers of people across universes and dimensions, allowing the user to control their thoughts and actions.
  7. Cosmic emotion The power to manipulate and control the emotions of vast numbers of people across universes and dimensions, allowing the user to create feelings of fear, joy, or other emotions in others.
  8. Cosmic elemental control The ability to control and manipulate the elements of nature, allowing the user to create powerful storms, control the oceans, or manipulate planets, across the universe.
  9. Cosmic consciousness The power to access and control the collective unconsciousness of the universe, allowing the user to tap into the knowledge and experiences of all beings in the universe.
  10. Cosmic light/darkness The ability to control and manipulate light and darkness, allowing the user to create powerful blasts of light or darkness, or to control the amount of light in an area of any size.
  11. Cosmic multiplicity The power to create and control alternate versions of oneself, allowing the user to create endless copies of themselves to accomplish endless tasks.
  12. Cosmic destruction/creation The ability to create, destroy or re-create any universe, or any parts of them within, at will.

Comments

Please Login in order to comment!