Don't you need your Defensive Power for your first Suit?
You aren't required to make a power for armors, unless I'm much mistaken.
You are.
If you're going to rules lawyer a game you have no intention of playing - in the game's in character thread, rather than the OOC thread - then it might be worthwhile to actually read the ruleset we're using. It took me 10 seconds to find this with ctrl+F.
Armor cards do not necessarily grant a Power, and the Powers they do grant have a wider variety of uses. However, they are always Encounter usage powers.
I don't know what it said in the 1.1 doc, but I have an old downloaded version of the 1.2 doc and the latest rev on Google Docs, and it's been this way a while now.
Ah, sorry, I was posting from my phone. I didn't mean for it to sound so curt.
Anyway, that is indeed different from the 1.1 doc, and might have been changed? Although, the entire point of Alchemy mechanic has to do with having the cards, just like with Gamma World's Mutations and Tech cards. I mean, I guess just having passives is cool, it's just sort of boring.
Anyway here's the quoted section from 1.1
Much like weapon cards, defensive alchemy is composed of two parts. One part is a broad Collectible benefit that is gained from collecting the item and wearing it regardless of it’s presence in your Sylladex hand, the other is a Power that can be used only as a card in your Sylladex hand.... The Power created by Defensive alchemy has no set template, as nearly every component is subject to change, however it will always be set to an ENCOUNTER usage.
And depending on what that downloaded version of 1.2 is (who am I kidding all of the 1.2 beta versions were horseshit, that we made), it's awful and I wouldn't trust it.
Sorry for bothering you about it.