Since the votes are coming up, I though I will post this here. This is regarding the mechanical advantages of the options and what would be good options. This is mu Opinion so take it with a grain of salt. But it is my reasons for why to pick the following. The fluff is choosable but the mechanics are as follows.
Shintai: Devil-Tyrant Avatar Shintai
Strength +1, Dexterity +4, Stamina +1
Demonic Aspect:
-Demon Armor: +2 Soak
-Hardened Devil Body (x4): +12 Bruised Health levels
-Hardiness (Heat): Immune to environmental or movement penalties and incidental damage from heat of any kind.
-Swift Stride: Movement speed and jumping distances are doubled.
Reasons:
Size and ease:
Devil Tyrant Avatar is human sized. What this means is that any place that Molly can enter into, she can transform in with no ill effects. So, we do not have to worry about being underground, in a building or even being in a car. We can transform with no extra difficulties due to location, size, and other such restrictions. We can also do all the things Molly can and are not penalized for it nor is her appearance reduced to 0 like in ALL the other Shintai options.
By comparison, we have Demon -Emperor which is at the minimum 12 ft tall and has stated difficulties going through a door. It's huge size also makes fine manipulation extremely difficult if not outright impossible, due to the gigantic size and what form we take.
Incarnate Apotheosis Shintai is a natural disaster such as a living sandstorm, inferno, pool of living acid studded with eyes, amorphous shadow, or swarm of demonic locusts etc. It also operates on the swarm rules found on page 391 of V20, which…..yeah. It does soak damage so there is that but still.
Then there is Devil-Beast Shintai, which is an animal form but suffers a –3 penalty to all attempts to perform fine manipulation due to its lack of proper human hands.
Stat Spread:
Then there is the Stat Spread. Devil-Tyrant Avatar is the only Shintai that offers +4 Dex.
Strength +1, Dexterity +4, Stamina +1
Dexterity is the absolute key to both avoiding getting hit and hitting enemies. You can make up strength with the Venomous Demon Aspect +3 Lethal Dice and charms like GSNF and augment stamina with Demon armor Aspect for +2 Soak and charms like VLE, but if dexterity is low, we are not going to be doing much in combat except bleeding out.
To put it simply, if we do not take max dex now, we will never be getting another Dex booster as there is no other dex booster at all.
You can also justify rolling it for just about any physical task. It encompasses gross agility, fine dexterity, general flexibility, hand-eye coordination, and running and movement, being prone etc. This especially combos well with Devil-Tyrant as the shintai can do all the things Molly Can do, so we do not loose out on any ability and instead get a flat boost on what we can do in combat.
What this means is that we roll like this.
Dex 4 + Melee 5 + Shintai 4 + Stunt 2. So 15 Dice without a Excellency in combat without needing to spend any essence and 24 dice with an Excellency. This is immediately out of the gate at E2 and will only increase once we get to Dex 5 for a max of 26 dice.
Demon Aspects:
Devil-Tyrant Avatar grants us 7 Demonic Aspects and builds off our Human form. What that means is that we can customize it as we see fit. However, it should be noted that if added to a shintai- Demon Aspects are forever locked behind the shintai. So what that in mind….
Aspects Already Gained:
Demon Weapons – Melee Sword from our Head demon.
Transcendent Anathema – By Rage Recast.
Aspects to take for the Shintai:
Demon Armor – Adds +2 Soak.
Hardiness (Heat) – immune to environmental or movement penalties and incidental damage from heat of any kind.
Swift Stride – Doubles Moment Speed and Jumping distance. Applies to Flight when we take it, so it is not rendered redundant.
Hardened Devil Body (x4) – 12 (3 x4) Bruised (–0) health levels.
We can purchase Essence Ox-Body charms in our base form and if we do not take at least 4 then our base form will have more health levels than our shintai. So, by taking it 4 times, this makes our Shintai competitive in High Essence fights as it has the Equivalent of taking x4 Ox-Body technique and can keep up with High Essence enemies that do boatloads of damage in single attacks.
With this our health levels look like this….
-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-1/-1/-4/Na.
As you can see, this allows us to get hit, a LOT and fight high level opponents with a reasonable degree of failure. The point of the shintia is to act as a buffer against dying and having a ton of health levels would aide in that. Anything more then 4 is a waste as we will be getting other charms to heal/mitigate damage. But similarly, anything less then 4 makes us much more squishy then we really should be in a super mode.
In addition, we have greatly reduced wound penalties, thanks to the -0s and can put off taking Ox-body charms for our base body as they would not be that much of a Priority.
Aspects to be Gained:
Flight (levitation) – By Rage Recast (To be purchased now that we are at E2)
Venomous - +3 Lethal Attack Dice.
This is also something we can best pick up at E3 with By Rage Recast. Too useful to lock behind a shintai. E3 is also 16xp so we can get it with reasonable ease. It is also rendered kind of redundant by GSNF. So, it is optional but better to have behind By Rage Recast then lock it as a Shintai aspect.
Aspects that are too situational or are redundant:
Keen (Sense) - Lower the difficulty of all Perception rolls using that sense by 2. (Only one Sense)
All things Betray lowers, for the rest of the scene, the difficulty of all Perception (All Senses) rolls by three, to a minimum of difficulty 3, and the adds Perception to base Initiative rating (in other words, Perception + Dexterity + Wits). So rendered redundant.
Extra Limbs – No Penalty to dice pool for Multiple Actions.
This is something we may never use and if we do so is best kept outside of the shintai.
Energy Projection – Essence attacks per scene using Dexterity + Athletics at difficulty 7 at 10 yards
Our Athletics are at 1 and we can make only 2 attacks min and max of 5 IF we reach E5, though E3 is more realistic, E4 if we push things.
Even otherwise, Sandstrike Blast does the same at a lower difficulty (5), for as many times as we want and deals more damage (8) at 60 yards (6 times the distance). It is redundant.
Gills/Aquatic – Breath underwater/Move underwater at x2 speed.
Boiling Sea mastery does this much better, i.e. x3 speed and much MUCH more for 4xp. The two Aspects are redundant.
Camouflage/Stealth – Lowers difficulty by 2/adds two dice to stealth rolls.
Our Stealth is zero and unfavored. We are also not built as a Stealth Character and have no charms for it. Molly is also very much a hit it hard character. Locking it behind a shintai is not wise as we will be popping the shintai to battle enemies and Stealth, especially as undeveloped as it is, will not help. It can be useful but not with the shintai and there are charms that do this better.
Body Spikes/ Bonesmasher – Brawl power/Brawl Weapon.
We are a Melee Character with a summonable Demon Sword so we can never be disarmed. We also have 0 dots in Brawl. It also does blunt damage that Transcend Anathema cannot trigger off. So redundant by both our 5 dots in Melee, Transcend Anathema and Demon Weapon Aspect.
Flexible - The difficulty of all rolls to squeeze through tight spaces, escape from bonds, or gain control of a grapple with the intent to immediately escape from it are reduced by two.
An extremely limited version of Cracked Cell Circumvention which gives -3 difficulty and effects much more rolls. Also our Shintai is our battle form, so adding things that help in a fight is better. Rendered Redundant due to this.
Nightvision – See in the dark.
There are charms like Witness to Darkness and others that do this better and also do much more.
Horrible Odor - –1 penalty on all actions taken by anything with a sense of smell.
…..bad Body Oder. Let's avoid this as it only hits things that can smell and beings that do not like outsiders are exempt. Distance also plays a part as they have to be close to us to be effected. Too limited and penalty is too low.
Poisonous Flesh/ Sickening Slime - Anyone who bites the Infernal or drinks her blood must immediately soak three levels of lethal damage/ The difficulty of all grapple attempts against the Infernal increases to 8, and anyone who bites her loses their next turn retching.
Both are Brawl powers and are…..well disgusting and/or limited in our enemies biting us. While it can happen, we are a Melee Character and not all enemies use fangs and teeth. So extremely limited utility.
Wall Crawler/ Webbing – Climb Walls and shoot webs.
Both are redundant by the Flight Aspect we will be picking up as why run up walls if you can fly. Webbing is useful but only pared with Multi Action Aspect and it also rolls Athletics. It requires too much set up to make work and it is always better to just hit someone into unconsciousness as the enemy is given a roll to escape and high level enemies will do so reliably. This is only ever useful against mooks, and we do not need it against them.