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Time

Time elementals have an extra +1 MIND stat.

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When EHP hits 0, a time elemental's abilities will begin gradually taking PHP overtime, and any further actions will have MIND disadvantage until EHP can be recovered.

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If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.

Chronokinesis

  • Manipulate time perception in any way.

  • Grants +2 MIND and +1 DEX.

  • Consumes 0 Elemental HP

Psychokinesis

  • Manipulate the placement of people or objects.

  • Grants +2 STR/ATK and +1 MIND.

  • Consumes 0 Elemental HP

Clairvoyance

  • Glimpse into the potential future or past of a person or object.

  • Can be projected as an illusion or memory.

  • Grants +3 MIND.

  • Consumes 0 Elemental HP

Chrono-Block

Teleport

Temporal Shift

Flashback

  • Freeze your enemies in time!

  • Causes a single enemy to skip a turn. 

  • Consumes 2 Elemental HP

  • Relocate yourself or an ally anywhere in the present timeline within reason.

  • Roll one d100 + MIND for success.

  • Consumes 2 Elemental HP

  • Jump back into recent time to undo damage done to you or another person.

  • Can only undo damage done during the most recent round of enemy and player turns.

  • Consumes 3 Elemental HP.

  • Drag someone through their own timeline, making them relive events through your manipulation for one turn.

  • Grants +4 MIND attack and MIND Advantage.

  • Consumes 3 Elemental HP.

Foresight

Rewind

Replay

Decay

  • Reopen old wounds and deteriorate the physical state of up to 5 people’s bodies, or the state of any structure within reason, to deal immense damage.

  • Grants +8 STR/ATK and STR/ATK Advantage, or roll a d100 for structures.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Duplicate a snippet of the timeline to have the same action occur twice at the same time in the turn.

  • Grants STR/ATK advantage, and can target up to 2 people.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Turn back time to alter a person’s fate and undo damage done to them, and even reverse death. 

  • Half the damage undone is inflicted onto you instead. (i.e., Undo 20 damage, and take 10 damage for yourself).

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Lay out the future by sending an action (by sending an attack or item) 3 turns into the future to go off on an opponent or structure then.

  • +7 to any stat depending on the use.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

Beginner

Intermediate

Advanced

  • Requires 5 STRUCT

  • Become your element. There's no going back from this.

  • Turn your body into a time god of your own making in order to change forms at will, become much more dangerous, move much quicker, and endure hits easier.

  • Grants a permanent +3 to all stats, including PHP and EHP.

  • You can no longer use items meant to lessen the effects of Unnatural Elements.

  • An extra PHP point will be taken away each round when EHP runs out. 

  • Grants the ability to teleport small distances for DEX advantage.

Absolute Time

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