Our normal body is that of a normal mortal human. Our charms are soul organs, not mutations of the physical body. We are not an alchemical. Normal charm effect produces our normal bodies too.
And a lot of signature charms are just very badly designed. Like, really badly. They are not balanced between each other at all, some obviously such, some are obvious.
No it isnt.
The normal body of an Infernal is post those effects, and even at E1 came with multiple effects as standard, from the ability to soak Agg damage with Stamina, to ignore mortal disease and to deal with poisons
If the text had wanted to say the mortal body, they'd have said so.
They did specify the mortal body when they wanted to refer to it earlier in the charm's normal mode, so I dont believe that it was an error that they used different language for the Signature Charm mode.
We have a similar charm like this in the Lunar charmset called
Ant and Starfish Division; it is a 5-dot charm that costs 3m activation, and it produces a clone of the Lunar that explicitly has Lunar charms and all the other powers of the Lunar.
That one has no time limit.
Okay, so let's look at our tactical choices and what to do better next time.
In order:
Molly
Sandstrike Blast, maybe. She'd have been able to kill all the Outsiders at once when they showed up for 1m.
Countermagic. Costs 3xp per magic type iirc(human, vampire, fae, spirit) for a total of 12xp
Harry
New trenchcoat: Prodigy 2-3.
Lash can give him Regeneration temporarily by using Flesh 5, but I dont think Harry would take it when he can heal normally.
Probably a new car when Molly can find crafting time, since RPGs are now in the chat.
Lydia
Countermagic.
With our enemies throwing around high-level sorceries, everybody who can Excellency their Intelligence + Occult roll should buy Countermagic.
Molly buys anti-human countermagic, Lydia buys anti-vampire countermagic. Next time, they buy the remaining two till they cover all four types of countermagic between them. Then they begin to fill in the personal gaps.
Merit: Ability Aptitude: Occult, as well; this incident certainly provides IC justification.
Probably get Peak Human'd by Lash during downtime using Flesh 5(all physical attributes to 5).
Stay the Cold Hand(3 dots) would have allowed her to ensure noone dies.
Arms of Iron(2 dots) would up her brawl damage, and it would make anyone who tries to grapple her take damage every turn.
Warding of Divine Ancestry(5 dot) is her shaping defense. Akashic Root Methodology(2 dot) would mean that with a smartphone she'd be able to reach any unhidden information.
Might make another pact at E4 and go for Legendary Attribute Dexterity.
Lash
More Stamina is Priority 1.
At Stamina 3/Soak 7, it made it a big gamble to move her into melee with an Outsider cultist archmage.
Furthermore, her ability to use Flesh 3 on herself as a buff without injury is capped by her Stamina rating.
Also, she rolls Stamina + Science to attack people with Lore of Light 1, so the higher her Stamina, the bigger her attack pool.
More Health. Same issue. Getting involved in Molly's fights with only 7HL is unwise, so she better figure out how to use Flesh 5 to give herself more HLs. She has Lydia to crib notes off.
Better Soak as well; she cant soak Lethal in her normal form, and cant soak Agg at all. That has to change.
Lore of Awakening is the dedicated healing Lore.
But healing requires Lore 3. Getting there will take several story arcs.
And next turn, a Splendor to act as her Hoard Background.
Agents
Inner Devil Unchained.
If we're going to make a habit of throwing them into tactical situations that involves abominations from beyond space time, they are likely to need upgrades, which should make them both more survivable AND actually able to do damage.
I would have suggested fitting them for power armor, but we already have power armor troops.
If its necessary, we'll just bring those guys instead.