A Heretek on the Quest for Knowledge [40k] [Complete]

But why do people choose more than 3?
If you mean the votes with -[] in them, those aren't separate actions.

For example if you vote for this action(part A)
[]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)

There are three sub-actions that you choose one from (part B)
-[]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
-[]Maybe you were a bit too blunt? That asshole might not have gotten away with this if he'd clued you in about his homicidal urges.
-[]Your smarter than anyone you've ever met. But maybe that there can still be people better at things than you, by dint of sheer experience? He certainly fucked you over.

Together they are one action.
 
If you mean the votes with -[] in them, those aren't separate actions.

For example if you vote for this action(part A)
[]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)

There are three sub-actions that you choose one from (part B)
-[]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
-[]Maybe you were a bit too blunt? That asshole might not have gotten away with this if he'd clued you in about his homicidal urges.
-[]Your smarter than anyone you've ever met. But maybe that there can still be people better at things than you, by dint of sheer experience? He certainly fucked you over.

Together they are one action.
Can we choose multiple sub-actions?
 
Can we choose multiple sub-actions?
No. At least not for the same action.

For example if you picked this:
[]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[] 3d carver

It says that the character is creating a new tool. Specifically a 3d carver.
If you want him to make the micro-furnace as well, that is a separate action.

So if you want him to do that, the vote block would look like this:
[]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[] 3d carver
[]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[] micro-furnace
 
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[X] 3d carver (note: needs power to function)

[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)

-[X] micro-furnace (note: needs power to function)

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan) Get material by breaking down your irreparable mechadendrites. Farewell, my friendly tentacles. You shall be missed.
 
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Hate to burst your bubble but we don't have the resources to do that:
Of course, now you've run out of stocked materials. You'll either have to cannibalize the tools you made, your damaged mechandrites, or go look for some more. Maybe some fuel as well. Both for the generator and yourself.
That's why my plan for the leg tune-up included breaking down the two irreparable mechandrites.
 
Hate to burst your bubble but we don't have the resources to do that:

That's why my plan for the leg tune-up included breaking down the two irreparable mechandrites.
edited and done.

though I would have suggested crawling around for materials, then using it to repair legs, then using mechadendrites to build tools.
 
though I would have suggested crawling around for materials, then using it to repair legs, then using mechadendrites to build tools.
The problem with that is you'd need to take a different set of actions. Mostly because we have striped the immediate area bare of resources aside from breaking down parts of our gear. And 'crawling around for materials' isn't a free action as we've used our current supply.

[]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)

This checks the immediate region and potentially finds stuff.

Farewell, my friendly tentacles. You shall be missed.
Fair warning, GM probably wants a more precise write-in than this. Because we currently have six mechandrites. Two are irreparably broken, two are broken but can be repaired and two are functioning. Which do you want to use.
 
The problem with that is you'd need to take a different set of actions. Mostly because we have striped the immediate area bare of resources aside from breaking down parts of our gear. And 'crawling around for materials' isn't a free action as we've used our current supply.

[]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)

This checks the immediate region and potentially finds stuff.


Fair warning, GM probably wants a more precise write-in than this. Because we currently have six mechandrites. Two are irreparably broken, two are broken but can be repaired and two are functioning. Which do you want to use.
The irreparably broken ones. Let's limit the disposal of our metallic tentacles, shall we? :p
 
What I meant is that you're going to have to explain a little more in the vote. Because the GM isn't going to be looking at your other posts to see what you decided.
 
Gyes i think we need to take a close look at the stuff we are filtering out of our water supply. I can think of several things that possably got into a working water supply pipe.

1) rust which we can extract as a source of metal.
2) oil which we can use as a high grade source of fuel or possably a lubricant depending on the composition.
3) sewerage which we can use as a low grade alternative source of fuel.
4) even plain sludge can be used to make our base slightly more camoflaged.

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
I have a few questions

1. How much pressure does the waterline produce? If we were to build some sort of watermill with our spinny things, would we get enough energy to power one of our devices?

2. I've seen you write "laspistole" instead of "laspistol" a few times. Is that on purpose or is it some sort of typo?
 
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[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
1. How much pressure does the waterline produce? If we were to build some sort of watermill with our spinny things, would we get enough energy to power one of our devices?
It would be a very small amount of power, can leave a water leakage that will be detected and can deplete whatever reservoir this water is flowing from. Not worth it.
 
Options (you have 3 actions)
[x]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)
 
@BurnNote
Is our lighning claw functional? If so, I think we should build us some legs and go scavenge.
No. Mind, even without a powerfield it's still a set of sharp claws. A lot more dangerous than a non-working chainsaw.
Gyes i think we need to take a close look at the stuff we are filtering out of our water supply. I can think of several things that possably got into a working water supply pipe.

1) rust which we can extract as a source of metal.
2) oil which we can use as a high grade source of fuel or possably a lubricant depending on the composition.
3) sewerage which we can use as a low grade alternative source of fuel.
4) even plain sludge can be used to make our base slightly more camoflaged.
All neat ideas. Feel free to make a write-in.

I have a few questions

1. How much pressure does the waterline produce? If we were to build some sort of watermill with our spinny things, would we get enough energy to power one of our devices?

2. I've seen you write "laspistole" instead of "laspistol" a few times. Is that on purpose or is it some sort of typo?
On 1: Not enough pressure for that. The flow is high enough that you don't need to worry about rationing your water, but it's not enough for that.

On 2: I don't have a beta, and spellchecker marks both as wrong. I do give an update a read-over before I post, but that can only do so much. Feel free to mention when I misspell stuff, or even have words missing, or the wrong words. That can happen too.
 
New
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
We currently have a tie. So, now's the time to vote for your favorite. I'd like to call the vote in half an hour. Otherwise, there's a good chance you'll have to wait a bit longer, because I won't have time to write the update.

Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 22 | Sufficient Velocity
##### NetTally 1.7.5

[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 7
gjones600
butchock
ctulhuslp
Karnax626
kitsune9
Raigel
Zaratustra

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 7
jwolfe_beta
brainlessdragon
daemonkeeper
karmaoa
keenscythe
the swarm
tri2

[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
No. of Votes: 2
Silver719
hcvquizibo

[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 2
Enso
moonberserker

[X]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]Your smarter than anyone you've ever met. But maybe that there can still be people better at things than you, by dint of sheer experience? He certainly fucked you over.
No. of Votes: 1
Candymancer

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] ] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)
No. of Votes: 1
noliar

[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[X] 3d carver (note: needs power to function)
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[X] micro-furnace (note: needs power to function)
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan) Get material by breaking down your irreparable mechadendrites. Farewell, my friendly tentacles. You shall be missed.
No. of Votes: 1
Accelerator

[x]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)
No. of Votes: 1
vsh

Total No. of Voters: 22
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.

Would like to scout out instead of defend, but the writein is to good to pass up.
 
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On second thoughts, I'll change my vote. Legs are more imporant than mechadendrites, and the plan seems workable.

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
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