Proxy Use Guidelines. . The majority of issues seen with Proxies come from lack of clarity, rather than any inherent flaws with the rules. As such, treat this as a guideline, not a ruleset- If you have solid reason to defy what is said here, and believe it would work well, feel free to. Also a lot of this doesn’t apply to Visitant. . . The core tenants of what I believe good Proxy use equate to the following: Tenets of Proxy Use A proxy must be established when it enters the scene, rather than at the first sign of conflict. Do this by DMing a third party or making a note of it somewhere IC. Most proxies lack the senses of smell, taste, and touch. They do not flinch at pain, and they do not have proper reactions to such stimulus. Fine manipulation with a proxy, especially when out of view, is very hard. Some proxies do have these senses, and allow pilots to feel, smell, and taste everything they do. If this is done, the user experiences all of its pain, and has a seizure when it dies. Such a pilot is blind to the world around them, only sensing the proxy’s viewpoint. Proxies are reliant on Nexus connection, and can not use Quantum connections. If the connection is poor, the proxy will ‘lag’ evidently. Proxies are capable of being EMPed. Doing such will disconnect the pilot. It takes an extra turn or two for a pilot to reconnect after the effects of the EMP fade. It is in good faith to use an on screen service to supply your proxy, if you don't make it yourself. . . There are different tenants specifically used for Proxies in combat, which are the following: Tenets of Proxy Combat Proxy reactions are based on nexus connection speed.- Making them more likely to miss or be overpowered due to lag. Proxies have a harder time recognizing what is wrong with them, if they have no sensations of touch or pain. Proxies also don't have consent.