


Time
Time elementals have an extra +1 MIND stat.
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.
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
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Manipulate time perception in any way.
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Grants +2 MIND and +1 DEX.
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Consumes 0 Elemental HP
Psychokinesis
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Manipulate the placement of people or objects.
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Grants +2 STR/ATK and +1 MIND.
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Consumes 0 Elemental HP
Clairvoyance
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Glimpse into the potential future or past of a person or object.
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Can be projected as an illusion or memory.
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Grants +3 MIND.
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Consumes 0 Elemental HP
Chrono-Block
Teleport
Temporal Shift
Flashback
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Freeze your enemies in time!
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Causes a single enemy to skip a turn.
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Consumes 2 Elemental HP
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Relocate yourself or an ally anywhere in the present timeline within reason.
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Roll one d100 + MIND for success.
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Consumes 2 Elemental HP
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Jump back into recent time to undo damage done to you or another person.
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Can only undo damage done during the most recent round of enemy and player turns.
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Consumes 3 Elemental HP.
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Drag someone through their own timeline, making them relive events through your manipulation for one turn.
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Grants +4 MIND attack and MIND Advantage.
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Consumes 3 Elemental HP.
Foresight
Rewind
Replay
Decay
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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.
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Grants +8 STR/ATK and STR/ATK Advantage, or roll a d100 for structures.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Duplicate a snippet of the timeline to have the same action occur twice at the same time in the turn.
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Grants STR/ATK advantage, and can target up to 2 people.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Turn back time to alter a person’s fate and undo damage done to them, and even reverse death.
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Half the damage undone is inflicted onto you instead. (i.e., Undo 20 damage, and take 10 damage for yourself).
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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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.
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+7 to any stat depending on the use.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Beginner
Intermediate
Advanced
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Requires 5 STRUCT
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Become your element. There's no going back from this.
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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.
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Grants a permanent +3 to all stats, including PHP and EHP.
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You can no longer use items meant to lessen the effects of Unnatural Elements.
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An extra PHP point will be taken away each round when EHP runs out.
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Grants the ability to teleport small distances for DEX advantage.