Skills matter besides attributes, and the passive "fuck your alarms and traps" part of this power makes up for a lot. And sneaking around an enemy tomb is an outlier case - we don't always need to be that quiet, and we don't always face that much supernatural opposition.
The point of the power is not to use it on a series of doors, and I think we can get through some mundanely just fine - any attribute + larceny 1 + sheut 3 is a minimum 6 dice on larceny before adding equipment (crowbar, lockpicks) or another larceny dot. That's very solid. You don't need more than six dice to be good at anything in NWOD that isn't, like, melee combat, and it's a good foundation even for opposed checks like stealth.
The equipment bonus is going to be as much or more common than heavy negatives, I suspect, but this power also lets us open a heavy security door while not carrying any equipment besides a cocktail dress. Which is undoubtedly a way Helel would have used it in the past: she is a charming spy. I want to help her with the part of the story where she slips off into the other part of the mansion for a minute.
I think I'll agree that our stealing skills will be enough to get into most places. The immunity to worldly traps is compensated by the fact that anyone in the building will notice us because "Open Paths" in no way increase our secrecy. And it is usually calculated on the basis of Ingenuity or Dexterity.
In addition, I can really imagine how during the penetration it will be necessary to keep cool, show incredible dexterity or do something figurative, but because of the low attributes she will not be able to do this or she will have to constantly spend the points of the pillars.
It's true that if I thought Helel should primarily be a thief, that would be a more relevant affinity, and I wouldn't hate picking it up in the future. She's still first and foremost a social primary Maa-Kep overseer, so I think BaFiaF is more fitting (and more optimal with our current pillars), and it helps to put our cult to any number of subtle uses. Imagine the usefulness of group telepathy for using the cult as an elite heist crew! Or even just as lookouts.
Yes, Helel is primarily a social character and in order to make her at least some good thief, you need to let her rely on her strengths. The ability to change her appearance will allow her not to worry about stealth and will give her more freedom to use her stealing skills. In addition, such tactics will make it possible to implement hidden murders or sabotage.
As for the BaFiaF, with a joint robbery, we will lose the advantage of a silent alarm.
I simply don't agree with the assessment of the guilds to begin with - the hammer's whole deal is a great example of maa-kep magic intersecting with crafts - but also the magic of the guilds is hardly the only thing crafts is good for. It is an extremely flexible and useful skill even when storytellers rein in its scope, and Gledbreca gives us the opportunity to use it in the field quickly. Anyone's headquarters looks a lot less secure after we've taken a magic hammer to it.
I did not mean that crafts are not a necessary skill, but that we are already good at it and that a small increase in them is not worth taking away points from our main specialization
It lets us open any door, travel into other realms of existence, and even at the end of our descent treat any mortal security measures keeping us out as a funny joke. These are not mundane capabilities or covered by our other powers, unlike Familiar Face, which only accelerates by magic stuff we can already do. I'd be happy to end up with either.
Well, first we need to find these doors to other worlds first. Which may not be difficult for our star divination. But why do we need this? I will honestly say that I don't know much about shadows, and the afterlife, as far as I know, is quite unfriendly for them because of those who want to taste their sekhem. And even if we cope with all the difficulties, what will we find there?
If we talk about a Familiar face, then with our Ren level, it is incredibly useful.
Here is the time of the throw, depending on the impression Ideal - One round, Excellent - An Hour, Good - A Day, Average - A Week, Hostile - The throw is impossible.
The impression starts from the average level of the father-in-law cast is done once a week. The only ability that makes it possible to quickly raise the impression is the Pusher and it will still allow us to make throws only once an hour.
Thus, a "Familiar face" will allow us to quickly solve social issues without unnecessary machinations and weeks of waiting for a roll of the dice. Thus, we will not just become a little better at manipulation, we will become ten times faster without loss of quality.
If you take the example of the mayor. Then, in a situation where there is no perfect impression, we would have to persuade for two or three days at best. With a perfect impression, it will take 4-5 moves.