Defend The House 2 (RP + gameplay thread) Day 5, Morning

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Reserved for Lock

Link to Signups: http://www.kongregate.com/forums/36-forum-games/topics/366456-defend-the-house-2-sign-ups-and-overview

 
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Signed

Group 1

1.BLOODYRAIN10001
2.hamuka
3.thelolofdeath



Group 2

1.BCLEGENDS
2.FelineForumer
3.ilovekirby12

 
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Group 1 Stats/Constructions
For more in-depth Stats: https://docs.google.com/document/d/1-l1EoSFRjBU3cpytZ9qmMhx-t0Ohwp37o02bx5lxDNU/edit

Cottage – 65/65 Hp

Supplies: 43 Generic Supplies
20 wood
12 food
15 rock
4 Metal
8 plant
Income: +5 generic supplies per day

Samuel Dredge – Hp: (24/30), Mp: (16/16) (38/50 exp)
Intimidating Presence (lvl 3): + 5% to make enemies flee for 1 turn.
Servant Extraordinaire (lvl 1): + 2 damage with silverware, mops, and brooms.
Hobby: Cleaning: (lvl 3) – (Character cleans things and picks up loose change and small items. Makes items that a character picks up shiny and clean. + 15% value)
Scavenging (lvl 1) – (+ 5% scavenge bonus)
Main Weapon: Silver Platter (1d4 + 1/3 Str) Combo chance 40% (1d3), Max combo 4.
Secondary Weapon: Old Revolver (1d5 + 1/4 Pre) Combo chance 50%, Max combo 2, Capacity 6, Reload 1 turn, Range 30 ft.

BloodyRainous the Cleaver – Hp: (40/44), Mp: (18/18), (19/60 exp)
Skill: Bloody Rain (lvl 2) (active) – 15 ft. radius (30 ft. overall), Damage: (1d3 Physical + 1d4 Magical). Range: 50 ft. Mana Cost: 5. Desc: Summons magical swords from the sky which rain onto your enemies.
Healing Blood (lvl 3): Passive healing dependent on enemy kills/damage dealt.
Hobby: Engineering (+15% metal crafting efficiency/quality)
Main Weapon: Earthquake Sword: (1d6 Earth damage +1/2 Strength) Combo Chance: 20%, Max Combo: 3. On Crit/Combo 2 and 3: Earthquake: +4 earth damage. (Range: 15 feet.) Max: 3 targets. (10% chance to stagger opponent) Stagger: -20% accuracy, enemy can not move.
This Special ability does not affect Flying creatures.

Secondary Weapon: Chipped Frozen Staff – (½ Int + 1d3 (ice)) (1d3 + ¼ str), 5% melee combo (1d3) 15% magic combo (1d4 ice) Mana Cost: 2, Range: 30 Ft

Mozy – Hp: (24/24), Mp: (17/17) (23/50 exp)
Spell: Summon Ammo (lvl 3): Summons one clip (6 max), or 3-4 individual rounds with a 25% to gain a random (weak) elemental ammo. Mp Cost: 6
Knife Slice: Summons random elementally charged knife. Mp Cost – 2-6
Hobby: Trapper (lvl 3) (+ 15% Trap Durability/Trap building efficiency)
Tamer (lvl 1) (+5% tame chance/Train efficiency)
Weapon Smith (lvl 1)
Main Weapon: Rusty Rifle (1d1 + 2/3 pre) (1d3 + ¼ Str) Starting Ammo: 16 bullets, Ranged Combo Chance: 25% Melee combo chance: 10% (1d3), Max Combo:3/2, Capacity: 6 (Reload: 1 turn) Range:100 ft(Made for range.)
Secondary Weapon: Damaged Shotgun (1d5 + 1 + 1/4 pre for shells,1d4 + 1 + 1/3 pre for slugs) (1d2 + ⅓ str) Combo melee: 8% Max Combo: 1/2 (1d2) Starting Ammo:6 shells,3 slugs Combo Chance:1/3 combo chance, 3 max combo (Capacity: 4 shells or slugs) (Reload = 2 shells or slugs per turn,can stop reloading before gun is full of ammo) Range: 25 ft for shells, 75 for slugs

Inventory

Samuel Dredge: 69 gold, Rune of Minor Combo Breaker, Magical Ice Armor, Warm Carapace, Windy Broom of Cleaning, Potion of healing
Bloodyrainous the Cleaver: 99 gold, pistol, 4 bullets, Rune of Minor Interrupting Counter, Battered Acid Armor, Flowers, Lotion, Faction of Love Novel
Mozy: 48 gold, 3 sonic slugs, 1 Snare Trap (0 – debuff), and crackers, Rune of Minor Explosive, Bear Traps (x2) (2 uses each), Metal Armor of Zapping

Full Inventory: https://docs.google.com/document/d/1sxmZh7SIdDTcgFakPBnW-cYOo5zetCgWjFlGLYg8lZs/edit

 
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Group 2 Stats/Constructions
For more in-depth Stats: https://docs.google.com/document/d/1-l1EoSFRjBU3cpytZ9qmMhx-t0Ohwp37o02bx5lxDNU/edit (yes this is the same link as above :P, if one side gets too big I’ll make a separate sheet)

Cottage: 56/56 Hp
Farm: (0/3 plants)
Tower: (+15 range, +6 max hp) @ 0 ft.
Sonic Fortification: 1 sonic damage, (Radius: 5 feet.), (Malfunction: 10%), Location: 40 ft., 100% fixed chance.

Supplies: 9 Generic Supplies
0 Wood
0 Metal
0 Magic Energy
13 Rock
2 Food
1 Plant
Income: +5 generic supplies per day

Canreld Felkend Hp: 26/26, MP: 16/16 (5/50 exp)
Skill: (passive) Eagle Eye (lvl 2) – Critical damage and Critical chance linked to Agi and Pre respectively. 1/3 Agi (1%), 1/3 Pre (+ 0.1x) (max + 5%, + 0.5x crit damage). Desc: With great agility and perception you can reach the weak-points of your target with great efficiency..
Flurry of Blows (lvl 2): 65% minimum combo, 130% max combo – 75% weapon damage, -35% accuracy – Mp Cost: 7
Hobby: Thievery (lvl 3) – (+ 15% gold/item value) 10% chance of being attacked by guards. (+ 33% stronger than scavenging, less supplies, more gold/items)
Taming lvl (2) (+10% tame chance/train efficiency)
Main Weapon: Heirloom Fencing Blade (1d4 + 1/3 Pre), 45% combo chance (1d3) max Combo: 5
Secondary Weapon: Damaged Crossbow: (1d5 + ½ Pre), Range: 40 ft., Ammo: 12 Bolts

Flynn Hp: 23/23, Mp: 19/19 (17/50 exp) 1 skill point left
Skill: Persistent Pester (lvl 2) (active): Psychological debuff. Lowers targets INT and PRE by 5. -3% accuracy targeting Flynn. Interrupted if user is hit. Range: 50 Ft.
Hamstring Cut (lvl 1) 100% Weapon Damage, + 7% Critical Chance, -35% accuracy. Lowers Target Movement to 5 ft./turn and causes 1d1 damage per turn for 2 turns. Mp Cost: 6
Hobby: Scavenging (lvl 3) (+ 15% bonus)
Construction (lvl 2) (+ 10% bonus)
Weapon Smith (lvl 1) (+5% bonus)
Main Weapon: Slim Knife – (2d2 + ⅓ Str) – 40% combo chance (1d3)
Secondary Weapon: Magical Stick – (½ Int + 1d2 Magic) (1d3 + ¼ Str) 5% melee combo (1d3) 15% magic combo (2), Mana Cost: 1 Range: 30 ft.

Kirbdebudus Hp: 30/30, Mp: 18/18 (22/50 exp)
Skill: Potion Harnesser (passive): 20% stronger effect/duration
Potion Rain- (level 3): The user summons a storm imbuing the power of a potion to the entire field (or smaller). Caster is immune to all harmful weather effects. Potion is used up, and potion effects are applied at + 50% + modifiers. Lasts 1-2 turns. Range: 30 ft. Radius: 0 – 15 ft. Mana Cost: 8
Hobby: Alchemy (lvl 3) ( + 15% potion strength/efficiency) bad rolls may cause chemical reactions.
Tamer (lvl 1) (5% bonus)
Weaponsmith (lvl 1) (
5% bonus)
Main Weapon: Broken Alchemist’s Staff – (1/3 Int + 1d3 Magic/dependent on potion) 25% Magic Combo (1d3 normal) (30 range) (1d3 + 1/4 str) 5% Melee combo (1d3) Max Combo: 2/3
Mp Cost: 2
Malfunction: 20% chance (Loss of Potion)
Secondary Weapon: Glass Dagger: (1d3 + 1/2 Str) 30% melee combo (1d3) Max Combo: 4

Inventory

Canreld Felkend: 29 gold, Cap Of magic protection (+ 1 magic DR), Potion of Sparks: (Buff: + 1 Electric melee damage (3 turns)), Metal Magic armor (+ 1/1 DR) Scroll Of Darkness, Sturdy Wooden Pick, 12 bolts, 2x boar meat, acorn, Fencing Blade of Countering
Flynn: 20 gold, Metal Armor ( + 1/0 DR), Bog Scroll, Chisel, Hammer
Kirbdebudus: 20 gold, Basic Mp Potion, Animal Cage, 2 crab apple seeds

Full Inventory: https://docs.google.com/document/d/1sxmZh7SIdDTcgFakPBnW-cYOo5zetCgWjFlGLYg8lZs/edit

 
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I’m supposing we may post now?
Edit: I’m getting off for the night so I suppose it doesn’t matter for now.

 
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Originally posted by BLOODYRAIN10001:

I’m supposing we may post now?
Edit: I’m getting off for the night so I suppose it doesn’t matter for now.

Not just yet (I’m adding stuff)

Go ahead.

 
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Originally posted by gammaflux:
Originally posted by BLOODYRAIN10001:

I’m supposing we may post now?
Edit: I’m getting off for the night so I suppose it doesn’t matter for now.

Not just yet (I’m adding stuff)

so we share two diffrent cottages?
cool

 
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Yup, you share two different cottages on different planets out of the entire universe. (During certain events you may be competing in an illegal tournament, to duke it out and make some quick cash.)

 
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So can I be in one of the groups?

 
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Originally posted by Helltank:

So can I be in one of the groups?

You’re a mercenary. You’re not in a group. You’re just one of the guys that attacks a group whenever the time arises :P (Also you can participate in sieges)

 
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Day 1 (Group 1 and 2)Morning
(roll: 38)
Waking up in the morning you realize that you have very little time to prepare for the first siege. They’ll probably come around mid-day, you think. So with the little bit of time you have, you start preparing.

What do you want to do?

Hobby based Bonus Event
As a starting bonus you’re all given 10 gold (per person), as well as bonus items/supplies/gold based on your profession!



Group 1
Hamster: +12 arrows (added to his starting 16)

BloodyRainous the Cleaver: +12 Metal Supplies

Mozy: 2 Bear traps (1d4) Durability: 3 uses. Set-up: 0, and 1 Snare Trap (0) Durability: 3 uses, Set-up: 0 (halts enemy movement, -25% accuracy, -25% dodge)

Group 2
Canreld Felkend: + 50 gold, Weapon Mod: Shard of (Choose any element) (+ 1 elemental damage on combo strike 2+)

Flynn: +2 supplies (all types) +5 gold

Kirbdebudus: +10 Plant Supplies, 1 potion of (Poison) (1d4 + 2 damage)

 
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Are we allowed to do as many things as we want or only one thing?
If we can do anything,I summon shotgun slugs with my ability,set up a bear trap at the entrances(If one entrance,I set both up at the entrance. If more than two entrances,I set them up at the most obvious entrances that are most likely to be raided.)
If we’re only allowed to do one thing,I set up the bear traps.

 
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Originally posted by thelolofdeath:

Are we allowed to do as many things as we want or only one thing?
If we can do anything,I summon shotgun slugs with my ability,set up a bear trap at the entrances(If one entrance,I set both up at the entrance. If more than two entrances,I set them up at the most obvious entrances that are most likely to be raided.)
If we’re only allowed to do one thing,I set up the bear traps.

@thelolofdeath: Both of those actions don’t take up any turns. (the bear traps took 0 turns to set up) and the summon ammo spell is an ability that’s pretty quick to use. (because you can use it in battle and whatnot)

Also at what range do you want to set the traps at? (Note: the first waves have less troops so you won’t notice them as fast and they’ll get closer so setting it at range: 100 would not be a good idea.)

Anyways, what else do you want to do other than that? do you want to go build more traps (uses resources), maybe start practicing a second profession? (you’ll get a 0% bonus though) or maybe you want to go exploring.

Exploring can have a whole bunch of events occurring. Maybe you’ll stumble upon a dungeon, some resources, maybe someone in need of help? (quest) Etc…)

Edit: Just noticed I accidentally erased the stats of your snare trap/bear traps and didn’t record them down where you could see them. (I’ll make an inventory list.)

 
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Bloodyranious the Cleaver
Upon, the morn of this new morrow I decide to cry for a few minutes over my terrible life, and the loss of my wife and child, and then go out and explore into the wilds, venturing outwards from this little cabin for adventure!
[Hm, just curious how much Metal do you believe making a better Sword would take?]

 
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Originally posted by BLOODYRAIN10001:

Bloodyranious the Cleaver
Upon, the morn of this new morrow I decide to cry for a few minutes over my terrible life, and the loss of my wife and child, and then go out and explore into the wilds, venturing outwards from this little cabin for adventure!
[Hm, just curious how much Metal do you believe making a better Sword would take?]

Probably about 18 to be safe. 30 if you mess up your roll horribly and 10 if you roll a 100 + the 15% bonus for 115.

 
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Canreld Felkend
Well, there are going to be tax qllectorc chowing up at come point… now is ac good a time ac ever, I feel, to get on with come cwindling. Better, even, cince a good haul might be the difference between life and death. I head into the city to begin my actc of ctealing.

[The joke here is that “c” is pronounced “s”, as far as High Qalcan translated to whatever Romaniq Univercal Ctandard Language exists in this universe’s setting goes. Also, hard “c” sounds like “co” are just “q”, and all “d” sounds are silent at the end of a word, and silent most of the time in other locations in a word, but not at the beginning of a word. Further language development pending.]

 
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Flynn

Not having had to worry about food for a while, I immediatly wonder if a farm might be benifial, and use some of the resources on making a small, starter farm anyways.

(Uses plant/generic materials, right?)

 
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Originally posted by FelineForumer:

Flynn

Not having had to worry about food for a while, I immediatly wonder if a farm might be benifial, and use some of the resources on making a small, starter farm anyways.

(Uses plant/generic materials, right?)

Up to you. Also it’ll mostly use wood, and plant. maybe substitute a little rock or metal if you feel like it. (How much resources do you want to use?)

 
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I will make a small farm using 1 wood, 1 rock and 2 plant materials.

 
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Originally posted by gammaflux:
Originally posted by thelolofdeath:

Are we allowed to do as many things as we want or only one thing?
If we can do anything,I summon shotgun slugs with my ability,set up a bear trap at the entrances(If one entrance,I set both up at the entrance. If more than two entrances,I set them up at the most obvious entrances that are most likely to be raided.)
If we’re only allowed to do one thing,I set up the bear traps.

Both of those actions don’t take up any turns. (the bear traps took 0 turns to set up) and the summon ammo spell is an ability that’s pretty quick to use. (because you can use it in battle and whatnot)

Also at what range do you want to set the traps at? (Note: the first waves have less troops so you won’t notice them as fast and they’ll get closer so setting it at range: 100 would not be a good idea.)

Anyways, what else do you want to do other than that? do you want to go build more traps (uses resources), maybe start practicing a second profession? (you’ll get a 0% bonus though) or maybe you want to go exploring.

Exploring can have a whole bunch of events occurring. Maybe you’ll stumble upon a dungeon, some resources, maybe someone in need of help? (quest) Etc…)

Edit: Just noticed I accidentally erased the stats of your snare trap/bear traps and didn’t record them down where you could see them. (I’ll make an inventory list.)

I set up the bear traps right up against the doors (so any attackers who’d get into the cottage actually take damage instead)

I’d like to go exploring,also,how much ammo did I get?

 
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@thelolofdeath: I’ll reveal the ammo you gained after I post the update.

 
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Ah. To sum up what I do:
I set up 2 bear traps at the door(right up against it)
I summon shotgun slugs(if I get to choose what’s summoned)
I go exploring.(This is so I can use parenthesis after everything I do)

 
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@BCLEGENDS and ilovekirby12: Please don’t forget to choose a element for your shard/potion.

 
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The potion shall be poison.


Kirb

Kirb wonders if he can make a poisonous ivy/plant type potion, so he experiments by combining 3 plants with the poison potion. “Let’s see how this turns out.”

 
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Update: Group 2

Canreld Felkend
Well, there are going to be tax qllectorc chowing up at come point… now is ac good a time ac ever, I feel, to get on with come cwindling. Better, even, cince a good haul might be the difference between life and death. I head into the city to begin my actc of ctealing. (Roll: 11 +(15% of 11) = 13) (Spot Roll: 63 Passed!)

You head into town to look for some loot to steal and find a small cabin away from the rest of the populace. An easy target. You lockpick the door and enter searching for valuables. It doesn’t seem like the owner is very wealthy though, as you only manage to scrape together 10 gold coins.

Flynn
Not having had to worry about food for a while, I immediately wonder if a farm might be beneficial, and use some of the resources on making a small, starter farm anyways. (Roll: 58)

You manage to make a very small farm which can hold up to 2 different plants/fruit. You even set aside a lone carrot seed for later to plant. (level 1 – farm built) +1 carrot seed.

Kirbdebudus
Kirb wonders if he can make a poisonous ivy/plant type potion, so he experiments by combining 3 plants with the poison potion. “Let’s see how this turns out.” (Roll: 66 + 15% = 76)

You manage to mix the potion with the poison ivy successfully, now whoever drinks it (or is blasted by it) will have itchy skin causing them to be distracted.
Potion of Poison (1d4 + 2 Poison) —> Potion of Poison Ivy (1d4 + 2 Poison, Debuff: Irritation: – 6% accuracy, -2 Initiative -1 Int, -1 Pre)