[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)
Can we not go out again? Getting hurt slows us down.
[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)
We're going to have to. We can't just stay in this squalor for the rest of our life. We're going to need to find better medical care than what we can fab up here in the relatively near future.
[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)
I hope we get out of this Emperor damned place before we become Gollum.
Well we'll probably want a couple days worth of 'rations' and water stored before we do any long trips. Not like we'll be able to haul all this equipment with us.
[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)
Well we'll probably want a couple days worth of 'rations' and water stored before we do any long trips. Not like we'll be able to haul all this equipment with us.
Actions are obvious but we need to place them in the right order. Maintenance should be the first because it removes some penalties, auto-surgeon the last because it doesn't give any immediate benefits, just opens up possibilities. Biorecycler is a must because our ork-to-food conversion rate is abysmal, around 100:1 by mass or 2:1 by Orks-to-rations, we can't hunt that often. So I put it on repeat.
[X]Plan New Word Order
[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]Repeat on fail, screw the surgeon
[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]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)
I think the plan for today is pretty much a given at this rate.
The question is what we will be doing tomorrow...
I would suggest we wait another day as our hunger penalty will be gone by then.
Maybe
1) work to hide base again. The orcs probably know something is killing them now. Adding in more false trails and camoflage to our residence could help us.
2) research burning orcs. If something delays us further from leaving this place knowledge of turning orcs to fuel could come in very handy.
3) set up a self destruct for the base. The stuff we have been doing is inarguably hereteknical. Being able to remove all evidence on short notice could be very useful.
4) we could look into our fancy capacitor again...
I've got a pre-plan for tomorrow.
[] Extensively check yourself for signs of physical or mental problems, memetic corruption, profound cognitive effects of brain damage. Just to make sure you're not insane or something.
[] Capture a couple of orks to train your oratory performance on.
[] Train your oratory performance by teaching them to pull your cart.
[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
[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)
[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]Repeat on fail, screw the surgeon
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand further
-[X]auto-surgeon
You wake up to somewhat more pain, but less hunger than yesterday. That's really been screwing with you. Your performance yesterday makes that clear.
With that in mind, you start the day by performing repairs on your arm. It takes time to shape the necessary pieces, but it's not taxing work.
After that, you do your best to heal your recent wounds. Your hard worn knowledge of biology helps. You take care of the light wounds, but the deeper, more sever things will have to wait until you have more tools. You could've waited until after building the auto-surgeon, but you're not sure if you even get that far today. And letting wounds sit is never a good idea.
(mechandrite fixed, light injuries healed)
Now for the final piece of your food infrastructure: A recycler. Running around killing Orks is nice and good, but you'd rather spend your time more productively.
You make the thing. Now you don't absolutely have to head out to find some Orks or starve. You probably should anyway, or it'll take a pretty long time to get a decent stockpile of food, but you don't have to anymore.
You're rather happy with the thing. It's really more efficient than it has any right to be, given the materials. The conversion loss of, ahem, refuse back to usable biomatter is negligable, at least given the rate with which you can pull new material from the water.
The whole thing is unbelievable gross, but you try to stay positive. You now have a toilet! No, that doesn't help.
(base food growth at +0.5 per turn)
The last thing for today: Make some new tools. You admit you look forward to this, even if it is rather biological. Here we have the machine taming flesh! A triumph for all right thinking techpriests. And it would be nice to stop hurting.
Auto-surgeon said:
1d100+20 Craft +10 Imperial Tech + 5 Biologis – 5Brain Damage -7 Hunger=66+23=89 vs 60; good success
You get the thing running. Make robo-arms with the current tools and materials is a bit of a challenge, but it's little more than a speed bump for one of your talents. You now have a rather intimidating machine full of knifes, tweezers, pinchers, neddles, and other fun stuff. No ominously bubbling chemicals though. Not even painkillers. It's probably the healthiest torture chair in the whole hive.
With some trepidation, you sit down, and give it a short test run. You are more than a little alarmed when it starts almost flaying your legs. It doesn't hurt, since you spine is still broken, but it's not exactly comforting.
Before you can actually stop it though (Note to self: put the off-switch in reach), it starts pulling all sorts of shit from your legs. Bit's of metal, bone shards, some more metal, a bit of ferrocrete, some bullets. One of those was apparently a dud, and goes off after being tossed aside.
Then the arms, stop, slow, and start sewing you back together. As far as you can tell through the blurriness, your legs are actually the tiniest bit smaller now. Or maybe it's just the lack of exercise.
One way or the other, you don't intend to use those things again before you've given them some time to heal. You'll get back to this walking thing tomorrow. It's about time you start planning for a way out of here.
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)
[]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, second take: With your new tool, you should be able to fix some of the linger damage from the fall. (heal medium injuries)
[]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 (~2 projects, does not include any advanced components), 1 days to recovery from starvation, 1.5 rations of food
AN: There's a good chance the update rate is going to slow down in the future. As it stands, the Quest takes about 15 hours per week, which is kind of a lot. So be prepared for updates every other day instead of daily.
Also, the order of options in a plan matters. I said that before. Just remember that.
[]Maintenance, second take: With your new tool, you should be able to fix some of the linger damage from the fall. (heal medium injuries)
So this seems like a must for the first option, if only to further reduce the malus on future rolls.
I don't want to wander around just yet, maybe leave it for one more day?
Last two actions IMO depend on what fuel we want to rely on, and which tool to build first. So Micro-furnace/3d carver, and Ork burning/promethium refinery. First is a toss-up, second depends on whether we want to rely on a steady supply of Orks, which seems ... unwise.
Then again, no one ever accused us of that.
[]Maintenance, second take: With your new tool, you should be able to fix some of the linger damage from the fall. (heal medium injuries)
[]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)
-[]The signs of humans. You do like the idea of having underlings to boss around.(unknown time frame)
I agree with maintenance first, but I think we should start looking for allies/minions. That or kill Orks.
[]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, second take: With your new tool, you should be able to fix some of the linger damage from the fall. (heal medium injuries)
[]Set up kill traps to kill orks and gretchins