Kate Winthrop
Stats
Stamina: 6/6
Sanity: 3/4 (post combat)
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 1 2 3 [4]
Will 3 2 1 [zero]
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)
Move to Unvisited Isle, intending to fight the Fire Vampire straight up and enter the gate. Don't bother trying to evade, cast Enchant Weapon first and use Shotgun if it succeeds, cast Dread Curse if it fails.
Results
[00:25] <Ranmilia> I trot over, and hey, there is a Fire Vampire! Shock!
[00:25] <Strago|Dexter> Oooh!
[00:25] <Strago|Dexter> UNEXPECTED!
[00:25] <Ranmilia> I do not try to evade it.
[00:25] <Ranmilia> It has no horror check.
[00:26] <Excal> But... but... undead! Fire!
[00:26] <Ranmilia> So unless I'm forgetting something, I lead off with Enchant Weapon?
[00:26] <AndrewRogue> Go for it
[00:27] <Ranmilia> Hey, I'm a university scientist, I'm used to running into creepy flaming men.
[00:27] <Excal> OH Lord, We pray to thee, that thou might, in thy awesomeness, grant unto us a blessed shotgun of light, that we may smite the unholy abominations of life from thine sight.
[00:27] <Ranmilia> I have 5 Lore and Enchant Weapon has a 0 modifier, so rolling five dice.
[00:28] <Ranmilia> 5d6 to turn Shotgun into Plasma Rifle of Science?
[00:28] * Hatbot --> "Ranmilia rolls 5d6 to turn Shotgun into Plasma Rifle of Science? and gets 21." [5d6=6, 6, 3, 3, 3]
[00:28] <AndrewRogue> (Don't forget you lose a sanity to cast ^_^ )
[00:28] <Ranmilia> Success! I go slightly insane with excitement.
[00:28] <Excal> Eh, she'll heal it up anyways.
[00:28] <Ranmilia> The Fire Vampire flames.
[00:29] <Ranmilia> I pew pew lasers, using the shotgun for +4 to my base of Fight 4, so 8 dice.
[00:29] <Ranmilia> Fire Vampire has a -2 combat mod, reducing that to 6 dice, but I only need one success to kill it.
[00:29] * LadyDoor nods.
[00:30] * LadyDoor nods again.
[00:30] <Ranmilia> (Spelling some things out here for reference.)
[00:30] <Ranmilia> I am not allowed to flee combat with it. So here we go.
[00:30] <AndrewRogue> (Its appreciated)
[00:30] <Nitori> (It is~)
[00:30] * LadyDoor is just confirming.
[00:30] <AndrewRogue> (It's, rather. It'll help new players out)
[00:31] <Ranmilia> My shotgun would normally be ineffective, but since it is enchanted, it bypasses the vampire's Physical Immunity.
[00:31] <Strago|Dexter> Thanks, Al. Helpful to see indeed.
[00:31] <Ranmilia> If I fail this check, I will take 2 stamina damage.
[00:31] <Excal> There's a reason I wasn't considering going after this bugger.
[00:31] <Ranmilia> 6d6 to mimic Buffy?
[00:31] * Hatbot --> "Ranmilia rolls 6d6 to mimic Buffy? and gets 26." [6d6=6, 2, 5, 5, 5, 3]
[00:31] <AndrewRogue> (I like picturing Kate narrating this to...)
[00:31] <Ranmilia> Obliterated.
[00:31] <AndrewRogue> Mother fucker that is a dead vampire
[00:32] <AndrewRogue> Collect your monster trophy!
[00:32] <Ranmilia> I collect a godly one toughness monster trophy.
Future Plans and Info for people who aren't in the channel:
Our overall plan is to gear up and blow Hastur to shreds when he arises. His ability makes sealing gates a real pain - we definitely won't be able to win that way, and it's doubtful we'll ever bother to seal a gate using clue tokens at all. Winning by closing all gates is possible, but unlikely with this many players, since we'd have to close at least seven before clearing the board. Odds are the man in yellow will have woken up by then in any case. So our priorities are increasing everyone's resources and powers as much as possible, closing gates as they appear to stall for time (if four are open at once, Hastur instantly awakens) and keeping the Terror Level at zero at all costs, which means murderizing lots of monsters.
I got a pretty ridiculous starting equipment set, so I'm charging into yonder gate headfirst. All in the name of science, of course. People who have a lot of money ($8 or more, Shale for now) are looking at buying skills, people with less are looking at picking up clues for now, trying to get good encounters, so forth. The Byakhee in the sky needs to be lured down by people ending their movement in the streets - Excal and Nitori are planning to do just that, I believe, so we hope it'll come down promptly. Strago's going to hit the Woods.
Re-re-re-editing with even more, for the other PCs...
Soppy/Darrell has mad powers of choose your own encounter, as a character power and also a unique item. Should probably go hang out at places he can manipulate for a good encounter? The Unnameable suggests itself as being close and having a clue and chances for good loot, maybe even an ally.
QR/Carolyn has a lot of books, good Lore, and a motorcycle for traveling even after reading. No reason not to read the books, and will probably be best hanging with Monty Jack later on to keep him sane? Maybe even meet up with him this turn to get his book?
Djinn/Sister Mary doesn't really have much to do right now that stands out. Pick up a clue at a nearby location? It'd be funny to have the nun infiltrate the Silver Twilight Lodge, but IIRC they tend to ask money for that.