Pope Amole II
Nerd Commando Game Studios
- Joined
- Mar 1, 2012
- Messages
- 2,052
And so it has come to this.
Well, sorry for not imagining anything better than a stupid meme, but I was always kinda bad with introductions. Basically, I've played the Underrail alpha, deemed it good and then have seen that Codex is not all that hyped about it and so I've decided to showcase it a little, I guess. Besides, I've enjoyed some LPs here greatly and, as the Word goes, there's time to gather stones and there's time to scatter napalm on the heads of the sinners and I certainly prefer the latter times.
So, without further ado...
Surprisingly, we decide to play a cleric type character. Yeah, this is a semi-blind LP, meaning that we fiddled with the game a little before starting it, but we never completed the alpha. Obviously, we're maxing will so we can burn the witches with the power of our most holy word, then we're maxing intelligence because that's the way we always roll and we're putting the rest of our points because we intend to wear the heaviest armour available.
The aforementioned armour also should cover our weakness in the agility/constitution department, giving us much needed durability. Perception is useless for us as we don't intend to use guns and dexterity is sorta weird attribute - unless you go for a dedicated thief/thrower build, I don't see much use for it.
Next come the skills. Our melee provess will surely help to pop some heathen moles (we have to use that 8 str somehow, don't we?) while conserving our divine grace (aka psi points) for the better times. And hacking & lockpicking are obviously crucial - we don't want to be stopped by some stupid lock or door, don't we?
Then we take some lessons in mechanics & tailoring, so we can craft blessed armours & weapons.
Theocratic indoctrination is also inevitable - can't be much of a cleric without it.
We decide to skip talking skills as we presume that our knowledge of divine verse should be sufficient enough to sow the fear in the heart of the sinner.
And mercantile was taken to soften the rough & kinda random financial stuff, as the viability of this build really depends on early access to one particular brand of armour.
We spend one of our feats trying to negate our, dare we say, blind devotion to the just cause. Exploration is fun, after all.
And our next feat will work wonders in combination with one of divine gifts, but we'll see that a bit later.
We start in the small quarters that were given to us by the South Gate station, Nothing fancy, but they suit our ascetic nature.
Almost immediately we are called by our earthly chief to hopefully do some good work in the name of our most holy Lord.
Before we go there, we explore our room, picking up small sum of credits, some med supplies and a rather flimsy looking armour. Such garments are most certainly unworthy for a person of our level of holiness, but we'll consider this as an ordeal sent by our Lord to test our mettle most intensively.
We also borrow some small stuff from the nearby shelf - thou shalt not steal, yeah, but as King David ate holy breads that were meant for offerings only during the times of need, so shall we walk over the law a little for the sake of greater good.
We also try to visit our neighbours (because it is hard to love thy neighbour when you don't even know who your neighbour is), but they're all absent.
Arriving at commons level, where our chief resides, we visit the dining hall first, looking to get accustomed with local flock. Apart from the small words, though, they don't seem to be extremely talkative.
We also borrow some meat from the kitchen - doing good work is much easier on full stomach.
Finally, we arrive to our chief's office. Obviously, we try to reject his offer of welcoming party - while the witches and the heretics and the possesses and all kinds of vile scum roam freely upon this world there shall be no time for parties! We'll celebrate in New Jerusalem and not a second earlier.
We have a gun? Most certainly we don't indulge in using crude humane tools in works where true faith is most needed. Ah, well, it'll fetch for a few silvers on the market, I guess.
To say that the body of His most needed servant may be corrupted by some foul ailment before fulfillment of our works is to spill ugly lies, but we'll overlook it this time.
We'll even be courteous enough to ask the definitely secular & ignorant opinion of our doctor.
It's obvious for us to have much potential, although this good man is certainly mistaken about its nature. Ah, so little people recognize the true order of things in this sin-ridden world...
By prayer and faith, of course!
However, the doctor offers us a crass solution in form of red pill (no blue attached, unfortunately). To show him the wrongfulness of his ways and that a servant of God is afraid of nothing, we take it without hesitation.
And the foul concotion immediately knocks us unconscious! Such is the fallacy of trusting the mortal efforts.
Fortunately, divine will allows us to recover quickly and unharmed. Despite his failure, doctor pesters us with the advice to take lessons from some teachers on this station. Bah, to trust the wisdom of imperfect creations, preposterous! Still, we shall pay a visit to them, just to see how far from truth they are.
We head to armory and receive back the weapon that isn't really ours.
We also browse the wares of the armoury, laying our eye on majestic suit of steel armour. Unfortunately, money are demanded from us - it seems like this place experiences times of hardships and is unable to supply its good workers with the best gear available for free. Nevertheless, we show no signs of worry as God will provide.
Loading our weapon, we pass the shooting test that is requred from us, scoring ten hits in ten shots under divine guidance.
Then we return to receive our first true task. We're eager to do this work as those outposts will most certainly be refurnished as orphanages and houses of heeling and we must tend the needs of the meek.
Before that, however, we receive power core from our engineer.
And, remembering that one of those so called teachers is stationed nearby, we visit him. We're not very pleased to see him disfiguring his looks that were made in the image of the God.
So we mockingly ask him to share his "knowledge" with us.
And in responce, the wretch tries to possess us with foul magic! But to no avail - our faith is stronger than that!
And so we turn the fight back to him.
Due to intense efforts put into fight, our memories of those events are blurry. Suddenly, we find ourselves on a small islands, deep in the caverns below the station. Ah, it's probably the Lord who miraculously relocated us to save us from danger.
Well, we still are in presumed danger as we're trapped with some sort of demonic beetle, but its weak possessive attempts merely fatigue us.
We, on the other hands, take little time to feed it some lead. We even have some time to pick up a strange blue mushroom that grows near us.
Then we're miraculously returned to our room, but not unchanged - in His infinite mercy, our Lord has granted us powers to smite the profane ones with sacred energies. And the more wicked the heathens will be, the more shall they suffer.
Looking at what we've gained from challenging one teacher, we decide to visit the others. Second one resides near the railroad, at the top level of the station. While getting to him, we explore the place, quietly gathering resources for the upcoming crusade.
And, while resources are not as plentiful as we would've preferred, we know that humble shall always prevail so they will suffice.
We find him using some foul witchery to clear the debris that were created by the recent earthquake. We'd struck him on the place immediately, but we decide to show some cunning and use the devil's works against the devil itself - let him clear the road first and then will he see the greater judgment.
The warlock is proud to boast his knowledge of dark magic before us...
But sooner than he knows, the Lord blesses us with even greater power to smite the unbelievers through sheer force of faith. It is more exertive than our previous gift, but is much quicker and enemies will stagger before the magnitude of its holy impact.
Then we descend to the final teacher. While not as boastful as the others, he tries to trick us into bringing him some sort of vile sacrifice. We're repulsive to help him, but suddenly we hear the word of the Lord, who approved it and sayeth that it will only lead to the sorcerer's downfall. It's not pleasant, but we're reminded of the prophet Ezekiel breads and that God's bidding is not always the most pleasant one.
And so we listen the blasphemers words carefully - we always do so, so later we can judge him well.
He even tries to bribe us with the gift of the crossbow. Well, we'll use it to further the Lord's plans so all is good.
Then, before leaving, we find some small goods in a nearby supplies room.
Finally, we're leaving for the caves.
Near the exit, we meet a hermit. Poor man almost immediately asks for our help as he has lost his watch and is missing his prayer times often. To straighten the path of our brother, we agree to help him.
As we enter the next part of the cavern, we smell the foul beasts that await for us.
First one leaps at us almost immediately...
But with faith and some crossbow bolts, we dispatch it quickly. Unfortunately, we found ourselves so reluctant of doing the warlock's bidding that we've shown weakness and forgot to use the cursed arrows of his, making this rat unsuitable as his doomed sacrifice.
Finding more is hardly a problem, although this time they descend upon us in greater numbers.
Greater, but not stronger than our holy smite that punches the rat, amost a mole (the thought of this was pleasing to us in most unexplainable manner)...
And it pretty much pops from its force!
Still, we decide to show some cunning and hastily retreat, as another rat has somewhat hurt us with its relentless bites.
We take a short time for recuperating prayer and then return, this time popping it good and using the bolt as we've intended to.
After giving the warlock the bloody remains of the rat, we are rewarded by the Lord for submitting to His will unquestionably.
Our faith rises
And our many gifts improve
Moreover, we even gain ability to bless the water and use it to replenish our spiritual forces. Strangely, those weird mushrooms are required for the ceremony, but who are we to question the Lord's ways?
We also are filled with a great zeal to purge all His enemies from these subterranean lands and we will spare no amount of effort to accomplish this.
This is the vial of holy water that we create with our blessing, by the way.
And at the very last, which only shows us how generous our Lord is, we are also gifted with the ability to throw shards of freezing ice at our foes. Although generally we prefer to burn them, all methods are good when used for the justest cause.
(kk, that's it for the part 1, I'll probably post more of this horrible larping later tomorrow)
Well, sorry for not imagining anything better than a stupid meme, but I was always kinda bad with introductions. Basically, I've played the Underrail alpha, deemed it good and then have seen that Codex is not all that hyped about it and so I've decided to showcase it a little, I guess. Besides, I've enjoyed some LPs here greatly and, as the Word goes, there's time to gather stones and there's time to scatter napalm on the heads of the sinners and I certainly prefer the latter times.
So, without further ado...
Surprisingly, we decide to play a cleric type character. Yeah, this is a semi-blind LP, meaning that we fiddled with the game a little before starting it, but we never completed the alpha. Obviously, we're maxing will so we can burn the witches with the power of our most holy word, then we're maxing intelligence because that's the way we always roll and we're putting the rest of our points because we intend to wear the heaviest armour available.
The aforementioned armour also should cover our weakness in the agility/constitution department, giving us much needed durability. Perception is useless for us as we don't intend to use guns and dexterity is sorta weird attribute - unless you go for a dedicated thief/thrower build, I don't see much use for it.
Next come the skills. Our melee provess will surely help to pop some heathen moles (we have to use that 8 str somehow, don't we?) while conserving our divine grace (aka psi points) for the better times. And hacking & lockpicking are obviously crucial - we don't want to be stopped by some stupid lock or door, don't we?
Then we take some lessons in mechanics & tailoring, so we can craft blessed armours & weapons.
Theocratic indoctrination is also inevitable - can't be much of a cleric without it.
We decide to skip talking skills as we presume that our knowledge of divine verse should be sufficient enough to sow the fear in the heart of the sinner.
And mercantile was taken to soften the rough & kinda random financial stuff, as the viability of this build really depends on early access to one particular brand of armour.
We spend one of our feats trying to negate our, dare we say, blind devotion to the just cause. Exploration is fun, after all.
And our next feat will work wonders in combination with one of divine gifts, but we'll see that a bit later.
We start in the small quarters that were given to us by the South Gate station, Nothing fancy, but they suit our ascetic nature.
Almost immediately we are called by our earthly chief to hopefully do some good work in the name of our most holy Lord.
Before we go there, we explore our room, picking up small sum of credits, some med supplies and a rather flimsy looking armour. Such garments are most certainly unworthy for a person of our level of holiness, but we'll consider this as an ordeal sent by our Lord to test our mettle most intensively.
We also borrow some small stuff from the nearby shelf - thou shalt not steal, yeah, but as King David ate holy breads that were meant for offerings only during the times of need, so shall we walk over the law a little for the sake of greater good.
We also try to visit our neighbours (because it is hard to love thy neighbour when you don't even know who your neighbour is), but they're all absent.
Arriving at commons level, where our chief resides, we visit the dining hall first, looking to get accustomed with local flock. Apart from the small words, though, they don't seem to be extremely talkative.
We also borrow some meat from the kitchen - doing good work is much easier on full stomach.
Finally, we arrive to our chief's office. Obviously, we try to reject his offer of welcoming party - while the witches and the heretics and the possesses and all kinds of vile scum roam freely upon this world there shall be no time for parties! We'll celebrate in New Jerusalem and not a second earlier.
We have a gun? Most certainly we don't indulge in using crude humane tools in works where true faith is most needed. Ah, well, it'll fetch for a few silvers on the market, I guess.
To say that the body of His most needed servant may be corrupted by some foul ailment before fulfillment of our works is to spill ugly lies, but we'll overlook it this time.
We'll even be courteous enough to ask the definitely secular & ignorant opinion of our doctor.
It's obvious for us to have much potential, although this good man is certainly mistaken about its nature. Ah, so little people recognize the true order of things in this sin-ridden world...
By prayer and faith, of course!
However, the doctor offers us a crass solution in form of red pill (no blue attached, unfortunately). To show him the wrongfulness of his ways and that a servant of God is afraid of nothing, we take it without hesitation.
And the foul concotion immediately knocks us unconscious! Such is the fallacy of trusting the mortal efforts.
Fortunately, divine will allows us to recover quickly and unharmed. Despite his failure, doctor pesters us with the advice to take lessons from some teachers on this station. Bah, to trust the wisdom of imperfect creations, preposterous! Still, we shall pay a visit to them, just to see how far from truth they are.
We head to armory and receive back the weapon that isn't really ours.
We also browse the wares of the armoury, laying our eye on majestic suit of steel armour. Unfortunately, money are demanded from us - it seems like this place experiences times of hardships and is unable to supply its good workers with the best gear available for free. Nevertheless, we show no signs of worry as God will provide.
Loading our weapon, we pass the shooting test that is requred from us, scoring ten hits in ten shots under divine guidance.
Then we return to receive our first true task. We're eager to do this work as those outposts will most certainly be refurnished as orphanages and houses of heeling and we must tend the needs of the meek.
Before that, however, we receive power core from our engineer.
And, remembering that one of those so called teachers is stationed nearby, we visit him. We're not very pleased to see him disfiguring his looks that were made in the image of the God.
So we mockingly ask him to share his "knowledge" with us.
And in responce, the wretch tries to possess us with foul magic! But to no avail - our faith is stronger than that!
And so we turn the fight back to him.
Due to intense efforts put into fight, our memories of those events are blurry. Suddenly, we find ourselves on a small islands, deep in the caverns below the station. Ah, it's probably the Lord who miraculously relocated us to save us from danger.
Well, we still are in presumed danger as we're trapped with some sort of demonic beetle, but its weak possessive attempts merely fatigue us.
We, on the other hands, take little time to feed it some lead. We even have some time to pick up a strange blue mushroom that grows near us.
Then we're miraculously returned to our room, but not unchanged - in His infinite mercy, our Lord has granted us powers to smite the profane ones with sacred energies. And the more wicked the heathens will be, the more shall they suffer.
Looking at what we've gained from challenging one teacher, we decide to visit the others. Second one resides near the railroad, at the top level of the station. While getting to him, we explore the place, quietly gathering resources for the upcoming crusade.
And, while resources are not as plentiful as we would've preferred, we know that humble shall always prevail so they will suffice.
We find him using some foul witchery to clear the debris that were created by the recent earthquake. We'd struck him on the place immediately, but we decide to show some cunning and use the devil's works against the devil itself - let him clear the road first and then will he see the greater judgment.
The warlock is proud to boast his knowledge of dark magic before us...
But sooner than he knows, the Lord blesses us with even greater power to smite the unbelievers through sheer force of faith. It is more exertive than our previous gift, but is much quicker and enemies will stagger before the magnitude of its holy impact.
Then we descend to the final teacher. While not as boastful as the others, he tries to trick us into bringing him some sort of vile sacrifice. We're repulsive to help him, but suddenly we hear the word of the Lord, who approved it and sayeth that it will only lead to the sorcerer's downfall. It's not pleasant, but we're reminded of the prophet Ezekiel breads and that God's bidding is not always the most pleasant one.
And so we listen the blasphemers words carefully - we always do so, so later we can judge him well.
He even tries to bribe us with the gift of the crossbow. Well, we'll use it to further the Lord's plans so all is good.
Then, before leaving, we find some small goods in a nearby supplies room.
Finally, we're leaving for the caves.
Near the exit, we meet a hermit. Poor man almost immediately asks for our help as he has lost his watch and is missing his prayer times often. To straighten the path of our brother, we agree to help him.
As we enter the next part of the cavern, we smell the foul beasts that await for us.
First one leaps at us almost immediately...
But with faith and some crossbow bolts, we dispatch it quickly. Unfortunately, we found ourselves so reluctant of doing the warlock's bidding that we've shown weakness and forgot to use the cursed arrows of his, making this rat unsuitable as his doomed sacrifice.
Finding more is hardly a problem, although this time they descend upon us in greater numbers.
Greater, but not stronger than our holy smite that punches the rat, amost a mole (the thought of this was pleasing to us in most unexplainable manner)...
And it pretty much pops from its force!
Still, we decide to show some cunning and hastily retreat, as another rat has somewhat hurt us with its relentless bites.
We take a short time for recuperating prayer and then return, this time popping it good and using the bolt as we've intended to.
After giving the warlock the bloody remains of the rat, we are rewarded by the Lord for submitting to His will unquestionably.
Our faith rises
And our many gifts improve
Moreover, we even gain ability to bless the water and use it to replenish our spiritual forces. Strangely, those weird mushrooms are required for the ceremony, but who are we to question the Lord's ways?
We also are filled with a great zeal to purge all His enemies from these subterranean lands and we will spare no amount of effort to accomplish this.
This is the vial of holy water that we create with our blessing, by the way.
And at the very last, which only shows us how generous our Lord is, we are also gifted with the ability to throw shards of freezing ice at our foes. Although generally we prefer to burn them, all methods are good when used for the justest cause.
(kk, that's it for the part 1, I'll probably post more of this horrible larping later tomorrow)