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Old 04-13-2011, 07:52 PM   #18
Not another shrubbery
 
Join Date: Aug 2004
Default Re: Psychic Signatures

Quote:
Originally Posted by JCurwen3
That makes assumptions about how big a factor distance really is. In real life, it's a big one. In a world with psionics, maybe not so much. People can have abilities that can work across vast distances (to affect or stop you from a distance), or they can Warp or have super-speed capabilities (to physically get there fast), remote senses (to see who caused the ruckus so they can come get you later, after they undo what you did when you're gone potentially).
it's not really an assumption, so much as the way things are. Being far away from someone you don't want to be near is naturally preferable to being close to them. That sensitives might notice you from further away still doesn't put them in a position to do something about it. That takes other gear, or points sunk into other abilities. And pricing limits (indeed, traits and mods in general) can't be done on the basis of what might be the case in a particular game, but must be done with an eye to the Universal, so that they will likely apply to the most settings. GMs are then free to tweak things as necessary to make things fit their own vision. If, as the game and RPK, are telling us, more obvious signatures aren't such a big deal, it seems most reasonable to me to assume that there's a case for the position, and work with that assumption to ensure that 'blatancy' does not become overly important. AIS, detection doesn't put them there, and even Precise, Nontargeting means they still need to pinpoint you with another sense to attack, which presumably will be more difficult if they sensed you from miles away.
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