Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 22 | Sufficient Velocity
##### NetTally 1.7.5
[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: 14
[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: 6
[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
[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
[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
[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
[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
[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
-[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: 1
Total No. of Voters: 29