Re: Converting "Problematic" Spells to Powers
That argument only makes sense if you price control (time) in the 100 range. I've never seen anything to suggest that as a price for control time before. The book says 'at least 30'. It also goes on to suggest generic bonuses for relevant tasks and basing distortions on those numbers, not the gravity rules given elsewhere in the control rules. It also shies away from going into too much detail.
Yes, a thousand points in control time should be sufficient. Of course, the abilities of such an advantage are much more expansive than the timeout spell. I also have yet to see someone raise objects to the jumper builds except the 'stop time' variation, and perhaps an accusation of being too complicated, targeted at no particular build in particular.
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