Current Submitted Votes/plans
Health (Stamina) | Mental Resistance (Resolve) | Mental Resistance (Resolve) | Mental Resistance (Resolve) |
Amulet | Rapier | Pestle | Amulet |
Acceleration(Athletics) | Acceleration(Athletics) | Acceleration(Athletics) | Acceleration(Athletics) |
Fools(Athletics) | Luck(Occult) | Fools(Athletics) | Fools(Athletics) |
Web(Medicine) | Shifting(Occult) | Temporal Summoning(Athletics) | Web(Medicine) |
Temporal Summoning | Analyze | Analyze | Temporal Summoning |
Academics(Research) | Empathy(Personalities) | Academics(Research) | Academics (Research) |
Athletics(Acrobat) | Occult(Cursed and Magical Creatures) | Occult(Cursed and Magical Creatures) | Athletics (Acrobatics) |
Medicine(First Aid) | Medicine(First Aid) | Medicine(First Aid) | Medicine (First Aid) |
Differences
Resistances
Stamina increases our health, while resolve increases our resistance against people manipulating our minds be it control or illusions. Resolve currently winning.
Tools
This reduces our paradox roll by 2 and lets us cast any magic, so personally I recommend something you will keep on yourself all the time although this has room for flavors.
Amulet is a necklace so easy to keep no matter the situation although the easiest to break. Rapier is a precision weapon but its thin and relies more on speed than durability. Pestle is the rod you grind into a mortar to mash herbs, medically thematic, durable since its a thickish rod of silver although awkward to keep around constantly even if less threatening than a sword.
Reminder this tool is mainly for avoiding paradox, we can cast without it or use any appropriate tool it just won't reduce our paradox.
Rotes
Acceleration is agreed upon in all three, this will make us basically untouchable if we cast this with any potency. Probably gonna be a constantish buff. It basically massively increases our speed. Cast at potency 5 we can run a mile in like 16 seconds if I remember my math right.
Fools just lets us ditch the unskilled penalty if we rush in without prepartions.
Luck applies a boon and with reach we can make it apply to our spellcasting rolls.
Shifting is basically a few seconds of time travel backwards. I honestly don't see how useful this will be to start with but it gets better later on. To start we can only really go back a few seconds. It will likely never reach more than a minute of time travel backwards since its travel is based on potency rather than duration.
Web is useful as a detection spell since its pretty hard to hide from something that literally senses your life force.
Praxes
So casting magic outside of our Ruling Arcana generally costs an additional mana, by buying a spell as a rote or praxes you eliminate that additional cost.
Analyze life is currently winning which is probably best for more medicinal purposes since it lets us examine patients and more importantly we can cast it at will for free at a sensory range. Why is this important? Cause it can identify supernatural creatures even if it won't tell you what they are unless you've studied that type before. Downside our dice pool really really sucks for this but it's free so can just cast over and over.
Temporal Summoning, it is a basically a healing spell. We cast it and reset ourselves. We can only go back so far at the moment.
Specialties
These only add 1 dice to applicable rolls so they aren't super important even if they are helpful.
First aid is universal so far.
Acrobat, flexibility and possibly dodge. Occult will give us an edge on studying the creatures that I put in that category.
Research helps us well research, and personalities will help us learn about people faster.