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

Could you add contingencies in case building hydroponics unit fails?
Such as? We don't really have that many alternate options here.
Also third action can be "Collect some of the Orks you killed day before yesterday to toss in the composter. Or kill a squig or two if there's nothing left."
Problem with this is that going out to kill Orks is a seperate action though..
@BurnNote
Would it be acceptable to put a subvote on my collect Ork bodies action like so:
-[] Collect some of the Orks you killed yesterday to toss in the composter.
--[] If the bodies are gone, look around for some more Orks to kill and haul back.

As for the XP, toss my 5 in the Biologis.
@vsh your turn.
 
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Note to all: update to my plan.

[] Plan Growing goop
-[]Build Hydroponics. It's time to make your own food. Finally. (Cost: 1 metal. Produces 0.5 rations per day)
--[] If action unsuccessful, retry with other actions until hydroponics is built.
-[]Build Ork composter. Disgusting gloop needs food too, so you'll build a machine to produce that food. (Cost: 1 metal. Doubles the output of Hydroponics, as long as you keep it supplied with Orks)
--[] If action unsuccessful, retry with remaining action.
-[] Collect some of the Orks you killed yesterday to toss in the composter.
--[] If the bodies are gone, look around for some more Orks to kill and haul back.

Covers the hydroponics construction and not much point hauling the bodies back if we don't have a composter.
 
The Biologis is unlocked.

There is a Wander suboption for all your ork-killing needs. Knowing where you left some orks gets you a bonus on the encounter roll for that.

In other news: There probably won't be an update today.
 
Another little omake on MC's thought process.

Brain damage talking

I lie, I cheat, I steal, and I just don't get any respect!
Lt. Templeton Peck


Ok, concentrate on respect for others. Who can you respect? Hard to say. Your teacher... he wasn't all that bad but he's presumably dead now. It's a lot easier to respect a man who's most likely not out there doing dumb things right now. Not straining your mental muscle. Not useful as an exercise. Same goes for Emperor. Except he's kind of alive and kind of a god. Even less useful for training purposes.

Okay, focus on more recent connections. Archmagos Explorator of the fleet. She gave you that shithole of a ship and motley crew of horrified idiots. Maybe she's good at something, if not at something important, but you're not giving her any respect out of principle. Screw her. So... Inquisitor. He was good enough to throw you down the hive shaft and not the other way around. Still he made some stupid decisions like unarming in front of you. It worked but it was too much of a gamble. You were this close to fry him up on the spot. You should have done it, really. Still he frakked you up good. If you wait for especially blurry period brought by brain damage, turn off your cogitation enhancement, allow yourself to burn from hatred for half an hour first and try really hard, you can feel some measure of respect for the man. It's a start.

Now for more straining exercise. Gene. Man's better than you with all this mucky shmuck. Except when he did lascannons with fins. That was not even funny, just pathetic. Stop. Focus on respect. Good. You could really use him right now. Maybe you should ask his name next time you see him? Not that you're going to stop calling him Gene, but asking person's name is sort of respectful. You wonder how's he doing out there. You didn't shut the magrail on your way to hive so there are probably more than a few orks inbound. Maybe it's a good thing? He's of the type that could enjoy dissecting some mushrooms. You could respect that.

Then you try Wrench-boy and Sparky. Better to say respecting them just doesn't work. They are not only brainless but also spineless and that puts them on the level of more developed invertebrates. You don't think a smart octopus could replace both of them, but only because of water breathing issues. Still there are the odds that a lucky brain transplant and extensive training under the brightest mind of this generation - not that you're planning to train them, but you're thinking hypothetically - can bring them to more respectable level.

Then you turn your inner gaze to yourself. To your astonishment, in retrospect you feel like you've made a lot of stupid decisions. Maybe it's just brain damage talking, but still. For example, the trap you made for MMM guys was too obvious. But at least the idea behind this plan was sound. What you did when you found the relic doesn't even have this excuse. Hugging the piece of archeotech you know nothing about that you found on Chaos-infested world? That's not like you. You decide to do a few cogitation self-checks when you're not, you know, on a literal deadline.
 
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With our luck the thing that will probably kill us is that the planet we are on is probably a Necron Tomb World.
 
Another little omake on MC's thought process.

Ok, concentrate on respect for others. Who can you respect? Hard to say. Your teacher... he wasn't all that bad but he's presumably dead now. It's a lot easier to respect a man who's most likely not out there doing dumb things right now. Not straining your mental muscle. Not useful as an exercise. Same goes for Emperor. Except he's kind of alive and kind of a god. Even less useful for training purposes.

Okay, focus on more recent connections. Archmagos Explorator of the fleet. She gave you that shithole of a ship and motley crew of horrified idiots. Maybe she's good at something, if not at something important, but you're not giving her any respect out of principle. Screw her. So... Inquisitor. He was good enough to throw you down the hive shaft and not the other way around. Still he made some stupid decisions like unarming in front of you. It worked but it was too much of a gamble. You were this close to fry him up on the spot. You should have done it, really. Still he frakked you up good. If you wait for especially blurry period brought by brain damage, turn off your cogitation enhancement, allow yourself to burn from hatred for half an hour first and try really hard, you can feel some measure of respect for the man. It's a start.

Now for more straining exercise. Gene. Man's better than you with all this mucky shmuck. Except when he did lascannons with fins. That was not even funny, just pathetic. Stop. Focus on respect. Good. You could really use him right now. Maybe you should ask his name next time you see him? Not that you're going to stop calling him Gene, but asking person's name is sort of respectful. You wonder how's he doing out there. You didn't shut the magrail on your way to hive so there are probably more than a few orks inbound. Maybe it's a good thing? He's of the type that could enjoy dissecting some mushrooms. You could respect that.

Then you try Wrench-boy and Sparky. Better to say respecting them just doesn't work. They are not only brainless but also spineless and that puts them on the level of more developed invertebrates. You don't think a smart octopus could replace both of them, but only because of water breathing issues. Still there are the odds that a lucky brain transplant and extensive training under the brightest mind of this generation - not that you're planning to train them, but you're thinking hypothetically - can bring them to more respectable level.

Then you turn your inner gaze to yourself. To your astonishment, in retrospect you feel like you've made a lot of stupid decisions. Maybe it's just brain damage talking, but still. For example, the trap you made for MMM guys was too obvious. But at least the idea behind this plan was sound. What you did when you found the relic doesn't even have this excuse. Hugging the piece of archeotech you know nothing about that you found on Chaos-infested world? That's not like you. You decide to do a few cogitation self-checks when you're not, you know, on a literal deadline.
Nice. Do you have a title?

In other news: Vote is called.
 
Update 20: Even more Infrastructure
Update 20: Even more Infrastructure

-[X]Build Hydroponics. It's time to make your own food. Finally. (Cost: 1 metal. Produces 0.5 rations per day)
--[X] If action unsuccessful, retry with other actions until hydroponics is built.
-[X] Build Ork composter. Disgusting gloop needs food too, so you'll build a machine to produce that food. (Cost: 1 metal. Doubles the output of Hydroponics, as long as you keep it supplied with Orks)
--[X] If action unsuccessful, retry with remaining action.
-[X] Collect some of the Orks you killed yesterday to toss in the composter.
--[X] If the bodies are gone, look for some Orks to kill. Very pious in general, and quite sensible here specifically. (you go kill Orks)

It takes you almost fifteen minutes to struggle through half-sleep into being fully awake. The hunger is making you lethargic. And of course, you can never quite clear up your thoughts. It's sometimes hard to tell if you're still dreaming.

You'll have to arrange yourself with that a while longer, but you should finally be able to deal with the later. You've come up with designs for primitive hydroponics. Now it's time to put it into practice.

Farm Machine said:
1d100+1/2*10 Imperial tech + 5 Biologis + 20 Craft -5 Brain damage -15 Hunger +10 Omake=95 + 20 =115 vs 60; great success

So, maybe you've overestimated the difficulty a little. If Genetors can do this, then it can't be that hard. It helps you can actually tell the business end of a wrench. Some Genetors might as well be menials for practical purposes. It's a sad indictment that Gene is a pretty decent builder as far as Genetors go, freaky feather fins and all.

Anyway, you build the thing, connect it, and get it running. It's not enough food to feed you, not without more bio-matter, but it means you starve more slowly.

And then you notice it only took half the time you planned for. Clearly this is a sign from the Omnissiah, so you spend the remaining time to make another. It's perilously close to massproduction, and makes you wish you had someone else to do it...Damn it.

Hopefully this will pass once you have some people around to remind you why you shouldn't want to have people around.

(Gained: 2 Hydroponics machines. Base Food production at 0.5, up to 2 when additional biomatter is available. Used 2 metal)

The current production line isn't actually very active right now. But that can be fixed. You're not exactly happy with the proposed solution, but even less happy with starving. Still, if the blurriness didn't tip you off, this idea would've been a solid reason to self-diagnose brain damage.

Ork edibility machine said:
1d100+1/2*10 Imperial tech+ 1/4*10 Xenotech + 20 Craft -5 brain damage -15 hunger =74+7=84 vs 60; success

It's a success, as much as the existence of such a thing could be called such. If anyone else made it, you'd shoot them on principle. You may be a Heretek, and those aren't typically renown for their sanity or caution, but you like to think that's just an unfortunate correlation.

Anyway, it exists, and now you just need some Orks (or other living things, but chances are it's going to be Orks) to feed it.

(Gained Ork composter)

Last step before you finally have sufficient food again is to find some Orks. You remember where you left a couple of dead bodies, so you check there first. With the help of the cart the grots were using to move scraps, you should be able to transport a decent number of green humanoid fungi.

Walking the Wastes said:

You don't see anything, good or bad, on the way to the last place you killed Orks. The combination of boredom and paranoid anticipation is unpleasant.

Bodies? said:
There is nothing to be found. Nothing. Not even blood. Either you have lost your way, or misremembered the exact location, or else the Orks have the most amazing cleaning teams.

Well, nothing for it, you'll just keep looking.

Stalking the Wastes said:

It would be highly ironic if you went looking for trouble and couldn't find any. But that's not a concern, because you do find trouble.


Combat 1 said:
1d100+20 Combat + 5 melee weapons -5 brain damage -15 Hunger -15 lingering injuries=51-10=41 vs 50, failure

More than you would like, really. Orks charge in as always. Unlike the other time, one of them stays back and opens up with a slug-thrower. The accuracy is awful, but he throws enough metal downrange that you get tagged a few times before you can duck into cover.

(light injuries taken)

Combat 2 said:
1d100+20 Combat + 5 melee weapons -5 brain damage -15 Hunger -17 lingering injuries=15-12=3 vs 50, bad failure

You easily hold of the three Orks that closed the distance. It's only a matter of time before they fall, and you can deal with the gunner. And then you see something in the corner of your eyes, and just barely bring one mechandrite around to protect yourself. One of them flanked you. These Orks are a damn sight smarter than the earlier groups.

(1 heavy mechandrite damaged)

Combat 3 said:
1d100+20 Combat -5 brain damage -15 Hunger -17 lingering injuries=79-17=62 vs 50, success

But even then, without the surprise they are no match for you. Two of them fall in quick succession, one bisected by the chainsaw arm, the other has a hole punched through his torso by a mechandrite.

Combat 4 said:
1d100+20 Combat -5 brain damage -15 Hunger -17 lingering injuries=52-17=37 vs 45, success

And then the gunner opens up again, and with the hunger and injuries you are to slow to get out of the way before he tags you a few more times.

(light injuries taken)

Combat 5 said:
1d100+20 Combat -5 brain damage -15 Hunger -20 lingering injuries=70-20=50 vs 45, success

You are so done with this. At least you're opponent was dumb enough to charge after and out of line of sight, so you can easily murder him. Well, you can murder him, even with everything slowing you down.

Combat 6 said:
1d100+20 Combat -5 brain damage -15 Hunger -20 lingering injuries=76-20=56 vs 40, success

After that, it's fairly simple to track down the remaining gunner and explain your disapproval of his uncouth behavior. It's quite cathartic. You kind of get why the Inquisitor talks like that now. The reaction is hilarious. It seemed to upset the Ork more than his broken limbs.

But all fun things must end, and so you load up your spoils and head on home.

Loot said:
1d100+10 Lucky =22+10=32

Besides the corpses, there's also some metal. Handy, since your supplies are getting pretty low.

(gained enough Orks corpses for 2 rations, 1 metal)

Back at your base, you can finally eat again. It going to take a few days before you've recovered from the starvation, but you're on the way there. (2 days at double rations until starvation is fixed)

Options (you have 3 actions)
[]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand further
-[] 3d carver (Cost: 1 metal. Needs fuel to function)
-[] micro-furnace (Cost: 1 metal. Needs fuel to function)
-[]promethium refinery (Cost: 1 metal. Turns food into fuel)
-[]auto-surgeon
[]Research Ork burning. You've figure out how to eat Orks, indirectly. Maybe you can feed them to your machines, indirectly. (You can make a generator that runs directly on Ork corpses. Significantly more efficient than using hydroponics+promethium refinery)
[]Maintenance: You've taken some damage. You should fix that before heading out again. (Fix mechandrite, heal light injuries)
[]Build a bio-reycler. Currently, you're constantly loosing viable biomass. That's just inefficient, and it means a lot of work for you. (Cost: 1 metal. You don't need to keep supplying ork corpses to the composter beyond an initial load)
[]Wander. You don't have a map of the place, so you have to make one. Maybe you'll find some interesting places. (can be taken multiple times)
-[]Head for where the Orks where going. Maybe there's something worthwhile there. (1 Encounter roll+ 1 target roll)
-[]Head for where the Orks came from. Knowing the position of their base can only be useful. (1 Encounter roll+ 1 target roll)
-[]All over the place. You don't know where you should be going, but there's bound to be something interesting out there. (2 Encounter rolls)
-[]The communication hub. Maybe you can get a call off. (1 days travel, 5 Encounter rolls)
-[]The signs of humans. You do like the idea of having underlings to boss around.(unknown time frame)
-[]Up the Hive. You're sick of this place (? days travel, ?? Encounters)
-[]Look for some Orks to kill. Very pious in general, and quite sensible here specifically. (you go kill Orks)
[]write in


Assets:
-1 rough workshop (somewhat hidden and with a decoy in place), a halfway working pair of legs, a steady supply of water, a heap of scrap metal (~4 projects, does not include any advanced components), 2 days to recovery from starvation


VOTING LOCKED UNTIL 45MIN HAVE PASSED
 
Good news, bad news. We have the hunger problem solved but we've taken injures.
We need the recycler up so we don't have to keep fighting Orks and repair ourselves.

@BurnNote
Does the auto-surgeon help with repair/healing process as is or would we need additional materials?
 
I'm thinking the auto surgeon, bio-recycler, and repair, as we are getting hit hard by the negatives and if we don't, they will keep getting worse, or having to take even more actions.

Once we get this done, we can explore and build better.
 
Maintenance and preparation to leave is required. We have food now, we need to prepare to hoof it to the communication station. We don't want to die of dain bramage, guys!
 
I'm thinking the auto surgeon, bio-recycler, and repair, as we are getting hit hard by the negatives and if we don't, they will keep getting worse, or having to take even more actions.

Once we get this done, we can explore and build better.
Basically, get our infrastructure and resoure economy going first, followed by our production facilities, then get the best gear and then get out of here?

What is the scope of this quest?
 
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand furtherfurther
-[X]auto-surgeon
[X]Maintenance: You've taken some damage. You should fix that before heading out again. (Fix mechandrite, heal light injuries)
[X]Build a bio-reycler. Currently, you're constantly loosing viable biomass. That's just inefficient, and it means a lot of work for you.(Cost: 1 metal. You don't need to keep supplying ork corpses to the composter beyond an initial load)
 
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand further.
-[X]auto-surgeon
[X]Maintenance: You've taken some damage. You should fix that before heading out again. (Fix mechandrite, heal light injuries)
[X]Build a bio-reycler. Currently, you're constantly loosing viable biomass. That's just inefficient, and it means a lot of work for you.(Cost: 1 metal. You don't need to keep supplying ork corpses to the composter beyond an initial load)

Too injured to go out and we need this kit.
Basically, get our infrastructure and resoure economy going first, followed by our production facilities, then get the best gear and then get out of here?
Well considering that we don't know how far we are from the surface, it could be days of travel to get there. Ergo we'd need supplies of food and water (made here) to make the journey unless we find an elevator or similar convenience.
 
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[X]Build a bio-reycler. Currently, you're constantly loosing viable biomass. That's just inefficient, and it means a lot of work for you. (Cost: 1 metal. You don't need to keep supplying ork corpses to the composter beyond an initial load)

[X]Maintenance: You've taken some damage. You should fix that before heading out again. (Fix mechandrite, heal light injuries)

[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand further
-[X]auto-surgeon
 
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