Well, I have a number of ideas. Assuming 30 XPHmm......going to need more time to edit the post.
That said, what charms do you guys want next turn? Here is my wish list.
Murder is Meat - 4xp - Spirit killer, just the thing we need if we face a immortal god or a Greater Akuma, both of which are in our city.
Rendered Villain Dispersal - 4xp - To combo with a lot of charms like CSR.
Maggot mana plague - 8xp - We have a LOT of minions and one baby white that has yet to fully awake.
So 16xp out of 30 xp.
I will be pushing for these three with emphasis on Murder is Meat as I believe that it will be too important to pass up in the next turn considering how many "immortals" are running around.
For a combat upgrade, I think this could do:
[] It's a Naagloshii season
-[] Essence-Dissecting Stare, 12 XP
-[] Wind-Born Stride, 8 XP
-[] Seeing is Blindness, 6 XP
-[] Murder is Meat, 4 XP
The idea is that this is focused on hunting and killing a naagloshii and other such beings. EDS to find it and to see through its veils, SiB to prevent it from easily fleeing, Wind-Born stride to match it in speed, MiM to guarantee the kill. It sacrifices social boosts (etiquette, empathy, etc), and RVD for a concentrated upgrade to fighting power. We aren't getting outside Chicago for the next month anyway. Ideally I'd want Devil-Refining Cauldron so we could actually use naagloshii for something, but that's just a cherry on top.
Alternatively, we almost completely disregard naagloshii for now, and do magic and stat boosts. This is a generalist plan.
[] Finally, some magic
-[] Etiquette 5, 4 XP
-[] Empathy 5, 4 XP
-[] Rendered Villain Dispersal, 4 XP
-[] Alchemy 2 dots, 4 -1 +3 = 6 XP, free recipes (if I understand correctly, we get 1 for free):
--[] A liquid that, when imbibed, removes minor Health Level penalties (through Injured) until the individual is wounded again or heals, 1 dot
--[] A liquid that allows the drinker to go for an entire week with only one hour's sleep per night., 2 dots
-[] Additional alchemy recipes, 2 dots, 2 XP:
--[] Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
-[] Awakened Eye of the Dragon, 10 XP
Essentially, this gives us the most broad general ability boost. We finish social boosts, we get additional AP from sleep potion, we get enhance ability potion that we can brew using that AP, and we get more stat bonuses from AED ritual with Porter's Dragon Nest and probably some underwater ones we can find using RVD (yes, we don't get Essence-Dissecting Stare, but I am betting that with a combination of All Things Betray and BSM, we can still locate Dragon Nests under the ocean). This is "suddenly, we are just better at everything" plan.
The third alternative is to go heavily into minion managing. We got a lot of them, and we also got a lot of social obligations. So:
[] A proper cult
-[] Etiquette 5, 4 XP
-[] Empathy 5, 4 XP
-[] Maggot Mana Plague, 8 XP
-[] Hear Prayer, Prayer Appraisal, Fulfill Prayer, 12 XP total
-[] Naked Wicked Souls, 3 XP (2 from this turn, and we have 1 banked)
This is essentially "we start a cult" plan. NWS to vet everyone for the worst stuff they did, MMP for feeding supernatural critters (I am very curious what will happen with an unfed White), Prayer line as a discount VEE, social boosts for social boosts and to make people eat maggots and thank us.
These are essentially the three main routes I have in my head. I am still debating between each of them. The second plan is probably the one I am favoring, but all of them have interesting possiblities.
Last edited: