Talk:Warframes/@comment-217.118.95.77-20151022175418/@comment-40702-20151121052650

I'll accept the challenge you threw down to them

1) Temporal Cost - General Damage, reduces armor of target. Power Synergy: If cast at a target within Warp Weird's zone, all projectiles aim at the target

2) Warp Weird - Creates a zone around Tempus that slows all projectiles that move through it. Bullets do reduced damage in the zone.

3) Potential Energy - Creates a stationary sphere that absorbs all damage dealt to it. If recast, it explodes with all absorbed damage. Power Synergy: If cast within Warp Weird, all projectiles that enter the field fly to Potential Energy.

4) Chrono Beacon - Creates a beacon (up to one per level of the ability). Tempus can aim at the beacons and "rewind" to them. Energy cost is equal to distance, and can't be cast if the beacon is too far away (if too far away, will reaborb half of the cast energy). Power Synergy: If cast whil warp Weird is active, draws in all enemies in the field to the beacon, dealing damage based on distance.

Augments:

1) Temporal Cost: Temporal Gain: Armor damage dealt from the power gives armor to Tempus

2) Warp weird: Sling Shot: Projectiles cast by allies are accelerated in time, and deal additional damage to enemies in the zone.

3) Potential Energy: Kinetic Energy: If recast, the sphere flys directly away from Tempus and deals damage to all enemies in a cylinder.

4) Chrono Beacon: Home Point: Can only cast one beacon. Allies nearby to Tempus travel with them to a beacon