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
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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.