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#7 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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The former include No Peripheral Vision, Colorblindness, and several other drawbacks when used; see GURPS Tactical Shooting for details. They can also be overloaded. The latter just eliminates darkness penalties with no drawbacks whatsoever.
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The latter is powerful. Even 1000kW is enough to flood a cave with bright light lasting for minutes. You can cover every nook and cranny, bend the light to illuminate behind things, spot secret doors and passageways (by flooding the cracks with light), flash your opponents (weakly, but still), and so on. It's a super-power. The former lets you remove darkness penalties in a fairly narrow beam in one direction.
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