08-20-2015, 12:33 PM | #51 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Converting "Problematic" Spells to Powers
Quote:
That's why I think a linked 'dimension' jump + a time jump with portal is appropriate. Jumper (time) indisputably has the the ability to mess with time, but only by moving things around in time, not by slowing down or speeding up time. This is precisely what it does in this build. It moves things back to the time when the effect was created. The jumper (world) build was chosen to represent isolation from the rest of the world, rather than abusing 'jump to a world were physics are different'. The isolated area is identical to earth, but is separated by the time effect -- which is entirely appropriate + even without creating a different dimension, a time bubble probably ought to be subject to cross-dimensional penalties for doing things. The effect of separation is entirely within the domain of jumper(world). Its also worth pointing out that rather than 'jumping to a dimension where time works differently', we are rather 'paying for the seperation effects of jumping to a different dimension'. The time stuff is done by jumper(time). Does that still worry you?
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08-20-2015, 01:10 PM | #52 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting "Problematic" Spells to Powers
Using Pyramid 3/63, it's Jumper (Pocket Dimension) with Temporal Control; with around 10 levels you'd have 100s of subjective time for every 1s spent. This will cost you 500 points, and you may want reliable or a power talent as well.
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08-23-2015, 07:05 AM | #53 |
Join Date: May 2009
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Re: Converting "Problematic" Spells to Powers
Instinct tells me that this may be the best approach, though my GURPS-fu is not up to the task of detailing such an approach.
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