Sanctaphrax: Okay, I think I see better where you're coming from now, and put in those terms, AFSA might not be the best designed power. As I said before, it just plain doesn't make sense to me for it to be a bonus in Social situations too, so would dropping those make it palatable for the cost it has now?
Oh, hey. We're getting somewhere. Awesome.
It would be a lot fairer if it didn't affect social rolls too. I still wouldn't like it, though, because it's boring and it renders interesting stunts obsolete.
I don't really see the point of allowing it...it's not like it's an interesting Power.
Defensive items have one other advantage over a roll: Consistency. A Block:5 defensive item doesn't have a risk of rolling badly. And going by what I've read elsewhere, I think you can boost them with aspect invokes (I seem to remember one of the designers saying you could invoke on a +2 for anything in the game that has a number).
True, the consistency is nice.
I vaguely recall Fred Hicks saying something like that. But I don't think that, by a strict reading of the RAW, you can boost items with FP.
And I'm kind of inclined to be anal about the RAW here because I hate making Crafting stronger.
Just as an aside, the villain in my current scenario has a defensive item that might well be used socially and physically--he's a chronomancer, so he has a Block:6 belt that works by rewinding time a handful of seconds to before he was hit so he can get out of the way properly this time. It's a neat effect where it just looks like he dodged--except to the PCs, who have talismans to protect their minds against time travel effects, so they see him getting hit -and- rewinding to dodge at the same time. It could work socially in the sense of either giving him more time to think of a good comeback, or trying again if he tries a comeback that falls flat.
That's pretty cool.
But I don't think rewinding time would make a thug less scary or a bribe less appealing.
Quick point of fact: The Pyromancer can't benefit from AFSA because it'd put him over the refresh limit.
He could and should trade something away.
Now, Eliza is kind of what I was talking about before. If the player wanted to be "as powerful as possible," then they'd have at least given her some kind of physical skill--as it is, while she could avoid a lot of attacks with AFSA, she can't do anything to fight back, and she's got no Physical stress track to speak of, so if anything with a weapon rating hits her, she's not going to last long. She kind of strikes me as someone designed deliberately to not be a combatant, in which case AFSA doesn't do much for her except prolong the inevitable.
Indeed. As I said, "Here's a non-combatant".
But with AFSA, she's not really a non-combatant anymore. All of a sudden, she's useful in a battle with vampires. 1 Refresh on that Power is all it takes.
(Plus, it's actually a semi-significant social bonus. Deceit isn't a universal social defence.)
I'd argue as a "very old wizard" the Pyromancer could take it without any tweak--as is pointed out in the canon, wizards develop a sort of prescience on their own anyway, which AFSA could certainly be used to represent. And come to think of it, so could Eliza--Janus is a god of time, after all.
You could fit AFSA into their Templates, sure. But the concept of these individual characters included nothing whatsoever about seeing the future.