[X][Saaya] Stabilise her, then move on.
-[X] Stabilising her is required, but we don't know what caused this, and she dislikes having psionics used on her. Let's do the minimum, then check with professionals as to the best care.
-[X] Increase the call to Lulu to top priority and tell her about Saaya's health.
--[X] Ask if there is anything immediate term that needs to be done.
--[X]An ETA on the backup and add a med team to it please?
[X][Plan] Continue as planned
I'm afraid I'm not fond of the Amulet Clover plan. It's committing a lot of resources and EXP to heal her when she isn't going to be functional anyway, and for all we know the damage will just occur again. And I'm bringing up these resource concerns as the person that came up with the plan to give her the Humpty Lock.
If she actually needs the healing, we can just buy the
Biokinesis after the fight is done and do it then.
We've saved her, lets just make sure she stays saved for now.
If Lulu has contacted a group that actually knows about demons, then there's decent odds they will have access to demon summons that just have Dia (the healing skill, not the Chara) and Amrita to heal her without us having to blow EXP on fast tracking it.
I figure we're probably going to want that extra dot of biokinesis for later anyway. We're spending a few extra seconds and 1 extra XP beyond the base upgrade cost to get Saaya into a better condition, and importantly, to reduce the chance of botching this.
If we don't buy the extra biokinesis dot, we're rolling a dice pool of 3 before stunts: 2 Wits + 1 biokinesis + 1 Su bonus - 1 for untrained Medicine. We need to reach 3 successes for "stable", and 5 successes to reach the limit of what Amu can do for Saaya.
At best, we get a stunt bonus to the first roll, but I don't know if your vote is enough for a stunt bonus - I don't have a good read on Baughn's stunt judgment yet. Assuming no stunt bonus, we have about a 19% probability of botching before we even hit "stable".
With the extra biokinesis dot, and assuming a 1-die stunt bonus toward the first roll, we have an 8.5%-ish probability of hitting "stable" before botching, and a 14.4%-ish probability of hitting the healed-as-far-as-possible threshold without botching. Even going for the higher threshold, the botch probability is notably lower.
As for buying the extra dot after the fight... I don't know if we actually can. Skipping psi skill training times is only possible "at a stressful moment in which the relevant skill would be useful", and I don't know if "after the fight, while Saaya is stable" counts as stressful enough. If we don't skip the training time, then it takes... I don't know how long. Training times are "standard for a solar exalted", but solar exalted don't have psi skills, so they don't have standard training times for psi skills.
I'm not sure how big a deal the extra 1 XP is. On one hand, 1 XP is one of the smallest XP increments possible. It's also less XP than we've earned in just this scene, without even entering the fight yet. Plus, it's only a small fraction of the cost of pumping attributes and abilities, or buying charms.
On the other hand, for now, 1 XP is enough to buy an extra dot in almost any of our psi skills. There seems to be a pretty massive gulf in XP efficiency between psi skills and anything else. If XP growth is slow enough that we're still pumping key psi skills for a long time, then a difference of 1 XP could be important.
Overall, I'm leaning toward spending the extra XP.