@uju32, any chance you can swap in one of the custom clone charms instead of SGI?
[X] uju32
No disrespect meant to anyone's work.
I understand exactly how much effort is involved in some of these things.
But Im hesitant about the system mastery of other people to do homebrew when there's no pressing need I can see.
Especially since I dont understand whats supposed to be wrong with the current one.
It would be one thing if we didnt already have IDU, or werent willing to buy IDU.
But we already have it.
The rest is just talk to the QM, submit a thematic template for your fomor, and go from there.
I dont like the narrative message of Molly making akuma of herself either; akuma sell themselves for power, while fomor have power bestowed upon them, wittingly or not.
But thats a relatively minor niggle.
Ok, here's my reasoning:
1) I agree that countermagic should be bought. Everyone should have countermagic against human magic, because that's the msot common foe (and I think denarians would also be mostly human magic). Eventually everyone gets all the types, but for now - human + 1 other. Molly takes vampire countermagic against Reds. Lydia gets spirit countermagic because she deals with the ghosts. Tiffany also gets spirit because denarians might count as such, and because she might be helping Dresden. Might switch that to fae. Olivia gets fae because dealing with minor fae is likely what she's going to be doing offscreen to help the community.
2) Molly gets Sinner Boiling Stare. That's because Sandstrike Blast is obsoleted by Principle-Invoking Onslaught, and that charm is too damn useful not to buy later.
3) Molly also gets Alchemy 5. This is in line with my logic that we should balance new capabilities and increased survivability. Alchemy 5 is the capabilities part. It also synergies with getting everyone upgrades. Because at 5 dots you can grant permanent supernatural boosts.
4) Molly also gets Shadow Spite Curse. This is an extension of counterspelling (a solaroid boost to it), a strong defensive charm, and a way to negate Nemesis (because it was ruled that this will highlight all of Nemesis everywhere at the time). It's also the charm I want for the signature. I consider it better than the clone charm effect, even with additional rulings.
5) Lyida gets Ghost-Warding Glyph, which allows her to protect properties from restless dead (they need to pass a willpower roll against difficulty 7 and roll 5 or more successes (at Lydia's E4) to enter). She also boosts her familiar to 2 points, which doesn't actually have much of an effect due to Speaker to Crow and Hound, but is necessary to later boost it further. I may easily be persuaded to get something else instead.
6) Last gets Lore of Light 2, here I agree with Uju
7) Olivia gets a psychoportation boost, which improves her mobility, especially in an urban environment
1) I totally agree about counterspelling and how everyone should have it.
Especially with Peabody and his sponsors on our radar; there's a significant number of mindcontrolled wizards to worry about when we go to root him out. We should probably ensure that everyone has human countermagic before March.
I will spend 3xp extra on allowing Molly to also counterspell Vampire Magic, which would give the three girls all four types of counterspelling for when Dresden is not around.
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2) Principle Invoking Onslaught is a great charm we should buy. But Molly is Firearms 0.
Sandstrike Blast currently rolls Dex 4 + Athletics 2 at DC5, and has an AoE mode that allows you to spend 1m to blow up an area of 20 yards radius at E4, dealing 10L to everyone inside(Agg with Transcendent Anathema). Principle Invoking Onslaught rolls Dex 4 + Firearms 0 at DC6, and doesnt come close in damage until you break out the Davy Crocketts.
We get PIO for use when we dont need to aim, and for the armykiller effects of pocket nukes when wielded by a shintai and her backup clones. Its not a viable tool in a close range fight, or indoors.
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3) We bought Alchemy 4 last turn IIRC.
Maybe next turn if we have the free XP after Unbound Eschaton Shintai. But it would probably be a better investment to spend that 12 XP on raising another Path(Fortune? Divination? Enchantment?) to 3-dots than raising Alchemy to 5.
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4) SGI > Shadow Spite Curse. IMO.
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5) I've long wanted to max out the Familiar.
Because at Familiar 4, her Familiar Midnight gets a Charm, and at Familiar 5 it gets 2x more Charms, for a total of 3x Charms.
But Its had to wait, and I think it still has to wait.
Inhabited homes have thresholds in the Dresdenverse to keep restless ghosts out.
I dont think Glyph to ward homes is a priority. Maybe if it works against other undead, then we prioritize getting it before the next time we need to go to Hell and tag it on people's foreheads.
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7)The lessons of the Wicked City with regards to external penalties and debuffs are something you need to remember.
Counterspelling is Wits + Occult, and Olivia has 8 dice. Great for a mortal, but running with a Solaroid?
I still think she should bank her XP for a turn and then spend next turn when she has 20-something XP to play with.