Ok, so, very preliminary attempt. This is going to be hard, as there's just too many XP
We have 60 XP, Lydia and Tiffany got 15 XP each to spend.
[] Plan Minions cared for v 0.1
-[] Molly
--[] Splintered Gale Incarnation, 20 XP
--[] Alchemy 4, 6 XP
--[] Maggot Mana Plague, 8 XP
--[] Awareness 2, 5 XP
--[] Alertness 2, 2 XP
-[] Lydia, 15 XP + 12 XP
--[] Warding of Divine Ancestry, 15 XP
--[] Companions of the Hunter, 12 XP
-[] Tiffany, 15 XP + 7 XP
--[] Lore of Awakening 3 dots, 22 XP
Ok, so, why this spread? It's bound to be controversial, but I actually tried to make the expanded abilities interesting and useful for more than combat.
Let's start with Tiffany. Lore of Awakening is apparently in her house. Lore of Awakening is incredibly useful for TIffany, who primarily seems to work with Dresden. These are the first three dot abilities:
• Find the Faithful
This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.
System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8. If the subject is a demon and the character knows die subject's Celestial N ame, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects die search, he may avoid detection with a Willpower roll (difficulty 8). If he gets more successes than the Scourge, he evades the search.
Torment: Monstrous demons can detect only sources of spiritual decay or corruption. They may use rhis evocation to seek out individuals whose Faith or Willpower has been reduced to zero.
•• Clearse
Scourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid.
System: Roll Stamina + Medicine. The difficulty of the roll depends on the v irulence and scope of the d isease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison. A Scourge must be able to touch her target in order to perform this evocation.
Torment: Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of basiling damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corrupt ion spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score.
••• Heal
This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.
System: Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The character must be able to touch her target to perform this evocation.
Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. If the target loses all of her Stamina, she falls into a coma and suffers one health level of aggravated damage (or lethal damage if a victim is not subject to aggravated damage) per hour per success remaining unless she receives medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.
She gets ability to track people (useful when working with Dresden as detective), and she gets ability to heal that's better than Flesh lore, and synergetic with it (she uses Flesh lore of herself to grant herself extra stamina dice, then she uses Awakening Lore to heal). Flesh Lore doesn't have ability to heal agg. In fact, very few things can easily heal agg, especially in combat time. And she gets to heal agg in combat time. Equip her with a range extending splendor, and she'll be able to heal agg within line of sight in combat, essentially making our circle near invincible.
This specializes her as a healer, yes, but I don't think that's a negative necessarily. In a functioning circle, specialties are a good thing to have.
Next, Lydia. Lydia lacks shaping defense, which I am rectifying. The shaping defense Lydia gets is not perfect, but it can be boosted via
this splendor. Lydia also has fairly limited mote pool, and a familiar which she currently can't really use in combat. This can be rectified by binding a carriage of the ankou armored troop carrier from the Courts to her, and by buying Companions of the Hunter for her, which she can then use to boost her familiar. Or by having her get another animal that can serve as a carriage, and can thus be summoned - a warhorse for example, with further boost via Companions of the Hunter. Lydia is very specked for summons. So, give her summons.
Now, Molly. Splintered Gale Incarnation is a must have. Even if we can't use it outside of the Courts, we could still set our clones there to learn for passive dot gain in politics and economics, i.e. stuff we are unlikely to find XP points to spend on. Hopefully martial arts would be learnable too. And they serve as backups until and unless we can buy perfect defenses.
Next is alchemy. If the point costs are correct, then buying Alchemy 4 is a no brainer. We get 3 recipes per level for free. At 3 dots we get access to magical materials, and at 4 there were homebrew potions to decrease XP costs of obtaining new stats and abilities. This synergies perfectly with Splintered Gale Incarnation. By having Lash buy Lore of Awakening we don't need to spend on healing potions that can heal agg (though we still might), so, again, synergy. Further, at Alchemy 4 we can negate negative effects of Maggot Mana Plague, the second charm I am tentatively putting forward for purchase. With MMP usable we can feed Mutt, and push Isabela forward to full whampirehood (or, actually, to something new), making them more useful as minions. We also get better ability to recruit from among whampire youth, and with Las Vegas now on the table, we can actually start converting local whampire population to our cause. Basically, it's an option for "doing variuos stuff"
Finally, Alertness and Awareness 2 - those have been a long time coming.
Now, what to compromise upon or discard? I think the first thing to go when modifying this would be Lydia's Companion of the Hunter, but this might be a mistake - that charm grants Lydia an incredible boost in versatility and combat ability, I feel, and synergies with what she has. The issue with Lydia is that she's not using most of the charmset she already has. She doesn't raise zombies, or use wood combat automata, because we don't prepare them for her. She doesn't use her raven familiar because it's not combat ready yet. She doesn't use Carriage of the Ankou because we haven't bound one to her yet. If those are rectified, I feel she'd be much more useful and powerful. She benefits from prep, and most of that prep is almost surely a free action.
Second thing to go would be MMP, which can probably be switched to Shadow Spite Curse or Seeing is Blindness or something else. Finally, if we are not buying MMP, we could hold off on Alchemy 4, which limits out options in regards to what recipes we get access to, but is probably tolerable. I really want alchemy 3, because that's the rating where we get magical materials, and we would need them for armor and other equipment crafting. And we are likely to craft a lot next turn, as we are in debt to Archive, and it makes sense to craft for Archive and for ourselves in the same action using bonus AP from malcoffee.
So, your opinions?