[X] Plan Untouchable
-[X] Molly, 39 XP
--[X] Shadow Spite Curse (••), 6 XP
--[X] Ox-Body Technique (•) 3: 3xp
--[X] Counterspell: Vampire, 3 XP
--[X] Counterspell: Human, 3 XP
--[X] Sinner Boiling stare (•••), 12 XP
--[X] Alchemy 5, 12 XP
-[X] Lydia, 13 XP
--[X] Counterspell: Spirit, 3 XP
--[X] Counterspell: Human, 3 XP
--[X] Ghost-Warding Glyph (•), 3 XP
--[X] Familiar 2 (raven), 4 XP
-[X] Lash, 11 XP
--[X] Counterspell: Spirit, 3 XP
--[X] Counterspell: Human, 3 XP
--[X] Lore of Light 2. 5 XP
-[X] Olivia, 12 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Fae, 3 XP
--[X] Psychoportation 3, 6 XP
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