Looking for some clarification on the vote on my end. I probably should have double checked earlier, but I think the AP count is off, unless I'm reading things wrong.
Now. A lot of this is almost certainly on me for my messy and unclear system, and my apologies for that. I constantly find myself yanked between "keep this simple" and "but that doesn't account for EVENT/ACTION" and it ends up a messing in between. I like the idea of a more narrative system, but I want to be reasonable and fair and I don't want to do something without giving readers a reasonable expectation, but also I'd just be throwing shit at the wall to see what sticks. A learning experience, I guess.
Which was Base [1 AP], Biosludge [1 AP], and Workbench [1 AP], Repairs [4 AP], and Expedition [bonus 2 AP].
I'd like some clarification on Repairs. I'd just figured the math worked out for the AP, and there may have been some incorrect expectations based on my poor explanations.
I ended up putting this together visually because I kept messing the count up as I was writing, and I can't imagine it was any easier for you guys.
I'm using the below as a health gauge:
With my prior response to Alectai about how fleshy bits heal, Right Arm will recover naturally at the end of Chapter 2. Left Arm will not heal properly to be usable unless repairs are made.
The Repair action functionally allows for the restoration of 2 HP for 1 AP, which I had been treating as more thresholds of functionality, but using HP here makes more sense for discussion.
With the visuals provided for clarity, there are 13 HP over all damages to recover. With Right Arm recovering naturally, that drops to 12 HP, and 6 necessary AP. With the 4 AP allotted to repairs, that allows for a total of 8 HP blocks to be restored.
Servo Skull, Laser Emitters, Plate are clear repairs, with 1 AP consumed for the servo skull, and a combined 1 AP for laser emitters and plate, leaving 2 AP (4 HP) for limb repairs.
Left Arm requires 2 HP repairs, or 1 AP. Unless only repairing to the point where it can heal the rest of the way, in which case, 1 HP or .5 AP.
That leaves 1.5 AP (3 HP) for Right/Left Leg, which I'm assuming is the Front Right/Left Legs. Which is what is required.
Huh.
So I realize I just wrote a very long comment for stuff that actually does work out and make sense...
That puts health at the end of chapter 2 at
Hey Alectai, just wanna confirm for repair actions, that's 1 repair (.5 AP) on the left arm to health naturally for the rest, full repairs for las/plate/skull for 4 repairs (2 AP), and 3 repairs for front/human(ish) legs for 1.5 AP?
I'm gonna leave the long comment in cause I think it clarifies some health stuff.
Yes, that's about right, get things patched up and mostly functional, while getting our Servo Skull back online and our gear ready to go as well.
Wouldn't right arm naturally heal though? I think you said that while orange needed an action, yellow would auto heal one step as long as it was still mostly organic?
Yes, that's about right, get things patched up and mostly functional, while getting our Servo Skull back online and our gear ready to go as well.
Wouldn't right arm naturally heal though? I think you said that while orange needed an action, yellow would auto heal one step as long as it was still mostly organic?
Chapter two is mostly written, I'm mainly working on cleaning up the action options and finishing a couple writing sections and hopefully that will be out soonish. The cleanup part of writing is always the worst. It's the least fun part and I'm always convinced I forgot something.
A question in terms of preference, since I've seen it done both ways: when dice are rolled, would you prefer to see the DC thresholds?
ie Rolled 56
[paragraph about events/outcome]
vs
Rolled 56
DC 40/80/100
[paragraph about events/outcome]
(Arbitrarily picked numbers, none of these mean anything)
Also, for some reason, on mobile the reply to thread textbox just wasn't there. Not "wouldn't let me post", it was literally just flat grey. Anyone else had an issue with that?
A/N: Bleh. The worst part of writing is the clean up and final passes. Cuz you did all the cool stuff, now it's grammar, phrasing, punctuation, double checking continuity and information.
Anyway. Have a chapter.
Chapter 1 Vote:
[X] Plan: Help, help! I'm being oppressed by the darkness!
-[X] No Forge World Stands Alone - You alone are insufficient. Find the Astartes, find anyone alive and sane in this hellish place. Gather allies and strength, carve out a place in this nightmare to survive until you can escape.
-[X] Create Base (Short term) 1 AP. A short term base provides low bonus and is limited in potential upgrades and defenses. It can be built, torn down, and moved fairly quickly. Requires a location to build.
--[X] Landing Site: a massive open room full of debris. What this place once was, who can say.
-[X] Create CRUDE bio sludge/algae farm 1 AP - Allows the creation of nutrient output and oxygen through algae. Requires more effort to maintain than an air generator or corpse starch processor.
-[X] Build Workbench (CRUDE) 1 AP - Does not require a base. Workbench of higher quality than CRUDE requires better materials and a base. Items may be manufactured up to the quality level of the workbench they are made on.
-[X] Repair Bionics (4 AP)
--[X] Left Arm, Left Leg, Right Leg, Servo Skull, Laser Emitters, Plate
-[X] Expedition
--[X] Middle ground 2 AP
---[X] Search for [ASTARTES] in [BACKTRACK]
-
You stand (sort of) in an enormous room full of junk and debris. You grabbed what you could of your stuff.
Your resources are slim.
You are alone.
You try to drown out your panic.
What you do what you do what you do.
Okay.
This is fine.
It's not fine.
You aren't some Archmagos with centuries of experience, with tools and technology and weapons to get through all this.
You're just you.
An apprentice.
You aren't bad at this, but compared to where you could be, you have light years to go.
Man, you hope your master didn't just try to get rid of you…
Well.
If he did, may his carcass become a servitor and his mind remain fully aware. You'll prove him wrong and wreak vengeance upon him when you return.
And if he didn't, by the Omnissiah you're going to prove the value of his faith in teaching you.
But either way.
You need to get out of here, and not die in the process.
Breathe. The Omnissiah Protects.
First steps. You are a wreck. So much better than it could have been, but still a mess.
Get yourself fixed up. This place looks like trash, but you don't have to look the same.
You can sort of put yourself back together without a workbench, but you're likely to be here a while, so you should at least have something and somewhere to work with and work on.
You could explore to find a better spot, but you're also beat to hell, so you'll find a decent spot where you are currently before trying to expand or go other places.
Around you is junk and debris as far as your sensors can pick up. Which isn't that far, it's dark and your servo skull isn't active. What even was this place? There's a lot of nonspecific bits, girders, cables, massive pieces of machinery and armor plating. You say a brief prayer for the brave spirits of the ship and what was once technology and machinery around you.
You're going to be using their carcasses for shelter, and even if they're long gone, it's helpful to be in their good graces.
You pick your way through the piles of junk, looking for a good spot. It takes a bit. Your initial thought is to find something sturdy but with an overhang, something cavelike or something you can hollow out. Something better than just setting up in the open. Eventually you find a large curved section of plating or girder, possibly a piece of a drop ship? Was this a landing bay? You doubt much of anything here would be working, but that opens a lot of possibilities. The curved chunk of metal is mostly buried, which minimizes a lot of exposure.
Anyway. Curved section. You start dragging debris around the various openings to the start of your simple base and workshop. You want to cover exposed areas and muffle noise if possible. It won't do much, but it's something.
You keep the entrance as small as you can make it, limiting mobility for assault. You haul debris to make a tunnel to the entrance and a small second entrance for escape if you need it. The pathways around the base are covered in scattered metal that will make noise if stepped on, and a narrow path left that is not easy to notice so you can avoid it.
It's something, at least.
You spend most of the next day rigging together a rough workbench. It's not much more than scavenged material fashioned into an elevated surface. You build basic supports to hold things in place and some shelves for your tools.
While you are doing this, there is no light. The vast room is dark, and you feel no need to light a spotlight for anything that might be around.
Now that you have a simple base and workshop, you need to get yourself together.
You lay your tools and basic medical supplies out on the workbench.
You start by strapping your left arm back together. You have more repairs to make, and two arms will make it so much easier. This one takes time. It's all going to, but this is messy filthy meat, and you like metal and steel. The purity of the blessed machine, as you have heard a million times before. Meat is gross and fragile and an absolute nightmare to put back together. You have utmost respect for any Archmagos Biologis for what they have decided to study. But ew.
You have to figure out where the embedded steel cabling is currently, where it's supposed to be, and what it tore apart as it moved there. Before you locate, replace, and relocate it, you set the bones, screwing in small steel braces to hold the break in place. Then you need to move the steel wire enhancements back in place, make sure they stay there, and start on the other nightmare puzzle that is tying all the ruined flesh back into place to heal. It will heal relatively quickly, but if you don't relocate the muscle and tendons, it would have remained a mess.
There is more you could do to repair your left arm, but it will heal the rest of the way on its own and time is precious. Likewise, your right arm works and will heal, so you leave it alone.
Maybe remove those wires upgrades implanted in the tissue of your arms and replace them, because that design clearly has issues. Of course, it was never intended to carry you through an OMNISSIAH CURSED SPACE HULK! It was fine for a normal bionic implant built by an apprentice tech priest! Where you weren't expecting to be torn apart just yet.
With your left arm put back together enough to be mostly functional and to heal properly, you turn to the next repair.
Legs, armor, las emitters, servo skull, power axe. What takes priority here? The axe can only be salvaged, so at this moment that isn't the best use of your time. Repair your servo skull for scouting and patrols to head off anything that might come after you and be better prepared? Armor to take a few more hits? Las emitters to have any kind of fully functional weapon? Your legs for full mobility?
Actually that last is probably the most important. There is very little here you are likely to be able to actually hurt as you are, so fleeing should always be your first choice. You have one leg on your left working at all, so you're gonna get a second left leg to balance things out for as much mobility as you can as quickly as possible.
You work on the front left leg, the one that remains a leg when you shift your SpiderRig to function as arms. This serves the dual purpose of additional support on the left side, and allows you to make full use of manipulation mode.
It's taken quite a bit of damage. Fortunately, much can be restored to functionality by forcing the metal back into place. That said, it's much easier said than done. Several struts need to be swapped out and fully repaired, at least three supports are jammed and require material to be removed when it cannot be bent back into shape. A full third of the wiring needs to be spliced or redone. Tolerances are not what you'd like, but function is restored in full.
That takes the better part of a day as the leg was non-functional when you started. You now have one more functional left leg, which makes two on either side. You take some time to more properly secure the two busted rear legs into stable positioning out of the way. The rear most will have to be salvaged and replaced, but the other will still be repairable.
You rest, then when you have recovered, you begin work on your front right leg for the same reason (full use of both modes), as well as as much mobility as you can eke out of your damaged frame. There is less to repair here, but you need to splice wires, restore servos, and bend a lot of metal back into place.
You get the las emitters working next. It's just the capacitors, so quite a bit of fiddly electric work in directing and containing the motive force. Eventually you get those patched up and they hold their charge, allowing for it to work as intended.
You spend the rest of the day patching up your armor. Some plates are fine, some are only dented, some are cracked and badly damaged. You use your las emitters as a simple heat emitter, welding cracks together and softening plates to remove dents. You rig together a makeshift annealing oven, then put the plates into it and use the las emitters to heat the armor plates to a high temperature and slowly cool to relieve internal stresses.
Once the annealing is done, you spend time work-hardening the plates. It would be nice to have proper facilities for this, to rebuild the plate from scratch rather than this kludged together process, but you are grateful it's still something you can do.
Now it's time for more detailed work.
Lots of stuff needs to be fixed for SRV-SKL-01LZ and you settle in for the work. The skull housing is intact barring small scratches, which you smooth out. You pull out most of the internals and begin cataloging damages. Damaged wires, cracked connections, disconnected components, these can be easily repaired.
The gravity emitters, less so. It takes a good amount of clever fiddling to get them working again, and you still aren't happy with your work, but work it does.
The small arms underneath are heavily damaged, ideally requiring a full replacement, but here you reconnect broken pieces, splicing wires, and reinforce what you can.
You are finally able to return everything to its proper place and bolt it into place.
You ping the skull which issues a return ping and begins hovering around you.
A small grin passes your lips under your gas mask.
Your final task before attempting to backtrack and hopefully find the Blood Angels is to get some kind of biosludge farm running.
Your tools and materials are limited, and you get the feeling that's how things might be for a while. A proper algae farm uses gene-crafted algae in a large vat, which consumes raw biomaterials and converts it into usable material, primarily oxygen, and consumable algae. You, however, don't have access to gene-crafted algae, and so are forced to make do. Something else you feel will be how it goes for a while.
Lacking algae, you are forced to substitute simple biological processes and crude bacteria.
Several steel plates are sufficient to weld into a large drum. A rough pump and monitoring system is pulled together from various materials, wires, and a small engine you are able to find. It is filthy and corroded, but it cleans up well enough. You use various cables and tubing that you are able to scavenge to connect the pump and filtration systems.
The sensors integrated in the system will regulate chemical and gas levels, adjusting input and output, to create a somewhat stable system. The system is crude, so you will periodically need to monitor and make adjustments to ensure it doesn't go too far out of whack.
You aren't terribly thrilled with your work. You can see dozens of ways to make it better that are unavailable to you, but you have something that will allow you to eke out a slightly more sustainable existence.
-
No forge world stands alone. Each is the seat of creation, where untold trillions of tons of raw material are processed to feed the war machine of the Imperium, without which humanity would crumble.
The raw materials have to come from somewhere. The forge worlds have to be defended.The production output needs to be transported to its destination.
And even if it could stand alone, what worth is a forge world with nothing to forge, with no purpose?
On the more micro scale, any tech priest is capable. But even if the great work, the ultimate goal, is the consolidation and recovery of all knowledge, no Magos knows everything. No Forgemaster can craft everything that can be crafted. And even if they could, one priest is nothing on the scale required. From servitors and menials, to Archmagi and Forgemasters, all are but cogs within a vast machine.
Philosophical musings aside, the point is that you need more people to help out. Beginning with the Blood Angels Neophytes that dragged you into this mess.
You decide to start by backtracking. You could have used signals, but that requires more time and less direct effort.
You trace your way back to where your body lay, servo skull humming quietly at your side. Within the internal machinery and small databanks, processes whir and machine spirits hum, tracking paths and building maps. Sensors invisibly lance out, monitoring the space around you.
As you traverse the clutter and ruin, the smoothed motion of your legs working in tandem brings great satisfaction to your soul. Your arms will heal fully soon and as soon as you have a moment, you can patch the last damages on your legs. It would be nice if you can find enough parts to make a decent replacement for your missing legs.
At the spot where you awoke, you see that your body slid somewhat and follow the direction you must have come from.
Just past the edge of SRV-SKL-01LZ's sensors is the edge of the room. It seems you came to rest close to the edge, relative to the size of the room.
Again, what was this place? A docking bay, a salvage room, disposal and recovery, a cargo bay? Strange to have so much huge and empty.
Ten meters or so up the side of the wall is a vent or chute of some kind, presumably where you were spat out. You haul yourself up, legs giving extra contact points, and enter the chute.
Backtracking roll - 11, 20 Insight
DC (6/20/40/65/85/100)
Very shortly after, you stop and try to get your bearings. This place is an absolute mess. There are numerous intersecting pathways to begin with. Many are full of junk, and on top of that there is a lot of damage, rust, and more. Broken panels lead into gaps within the walls and structure. You can barely tell what was there originally and what wasn't.
You have to try though.
A full day later, you have to accept defeat.
You found one clear path, but that path went down, not up. Several pathways have clearly shifted from their intended orientation and lead directly into walls. In three separate instances you thought you found a way through or around, but found yourself stuck inside a wall and it took an embarrassing amount of effort to pull yourself back out.
You'll make no further progress today.
(+5 bonus to future backtracking rolls, including following comms signal)
Finding Space Marines? - 57, 54 Insight
DC (40/60/80/100)
You do have much better luck with the actual purpose of your search. Astartes. Allies in this place. You find no actual people, but you do find a blood splatter and fragments of tissue that match what you know of space marine biology. That particular path is closed right now, you'll need to dig and search, but that's much better than nothing.
On the plus side, even if you barely got anywhere with backtracking, that tells you that while you don't know how far the space marine(s) are, it can't be too far.
(+5 bonus to future searches for space marines)
Event roll - 57, 41 Stealth (2 AP balanced approach)
(2/20/80/95/100)
Something is stirring.
(+2 to next event roll)
You make your way back to your base of operations and make your plans.
END TURN TWO
-
Notes:
I'm going to remove the COMPONENTS aspect of manufacturing and actions. I think it's going to require more tracking and balancing than I want to deal with. Instead, as long as you have parts of a quality that can reasonably be expected to create a device, you can make it, so long as you have the tools/workbench to do so. So if you have parts salvaged from a good condition high tech engine, for example, you could make an equal quality bionic if you have a high enough quality workbench. This will still provide limitations, but a lot less specific number tracking.
New Actions are in green.
STATUS:
Current Location: Landing Site. Location unknown. No current known immediate threats.
Physical Status:
Primary Base of Operations: Short Term Base (Landing Site)
Base Defense Level: Minimal
Base Research/Manufacture Bonus: 0 (Short Term Base, Crude Bench)
Current Resources:
Ruined Axe
Damaged Servo Skull
Basic Tools
Basic medical supplies
Goggles
Gas Mask
You have no components/parts
Junk - materials for most simple devices
Workbench: Crude Bench. You are capable of manufacturing at a level of CRUDE quality. Your skill allows you to manufacture at a level of IMPROVED quality if you have a workbench of IMPROVED quality.
Biosludge/Algae Farm: CRUDE. Maintenance 2/2
ACTIONS - You have 7 AP You have + 2 AP from SpiderRig Mobility Mode for Exploration Actions or traveling.
Your SRV-SKL-01LZ has + 2 AP for use in minor actions such as scouting, scanning, mapping, or patrolling.
Actions that cannot currently be taken have been crossed out.
Base - your base of operations. Necessary for any kind of long term survival.
[ ] Create Base (Short term) 1 AP. A short term base provides low bonus and is limited in potential upgrades and defenses. It can be built, torn down, and moved fairly quickly. Requires a location to build.
- [ ] Landing Site: a massive open room full of debris. What this place once was, who can say.
[ ] Dismantle Base (Short term) 1 AP. Dismantle your short term base for reuse or relocation.
[ ] Create Base (Long term) 4 AP. A long term base provides greater bonuses as well as higher potential for upgrades and defenses, but takes longer to set up, take down, or move. quires a location to build.
- [ ] Landing Site: a massive open room full of debris. What this place once was, who can say. [ ] Dismantle Base (Long term) 4 AP. Dismantle your long term base for reuse or relocation.
[ ] Increase Defenses - Increase the quality of existing defenses.
- [ ] Select Defenses to upgrade.
- [ ] Create Additional Defenses 1 AP per defense action - Construct defenses not already integrated into your base requires an existing base.
-- [ ] Steel Debris Walls
-- [ ] Steel Debris Spikes
-- [ ] Fire Zone/Chokepoints
-- [ ] Build Gate (Steel Debris)
-- [ ] Pit Traps
-- [ ] Write In -
[ ] Build Shrine 1 AP - there are many interpretations of the Machine God, many methods of worship. You must have someplace to pray. Build a shrine at which you may meditate and pray without distraction.
[ ] Build Workbench (CRUDE) 1 AP - Does not require a base. Workbench of higher quality than CRUDE requires better materials and a base. Items may be manufactured up to the quality level of the workbench they are made on.
[ ] Upgrade Workbench Quality 1 AP per level of quality (ie 1 AP for BASIC, 2 AP for IMPROVED, etc) - Increase the quality of your workbench by one level. Each level requires resources of the level of quality of the upgrade level (ie IMPROVED workbench required IMPROVED parts). Each level provides additional bonus to research and manufacturing options.
[ ] Make base airtight - Requires base. Requires enclosed base. AP requirements based on size and quality of base.
[ ] Write In -
Manufacture: Manufacturing from scratch is limited by general resource quality and quality of workbench. You are capable of manufacturing items to a level of quality and complexity of IMPROVED. Items may be manufactured up to the quality level of the workbench they are made on, or one level higher than the current workbench at double AP cost.
[ ] Manufacture Weapons: At Tech 3 , you can manufacture most Imperial weapons that are not considered secret by their creators, though higher complexity weapons have the chance of failure.
- [ ] Write In -
[ ] Manufacture Bionics - Build something to make your body better. You have the the knowledge and ability to manufacture bionics of IMPROVED quality. These are bionics that are better than the parts they are replacing. Higher quality bionics than IMPROVED require research first. Requires a workbench of BASIC or higher quality. With your current facilities, you can only manufacture CRUDE quality bionics. Though that may at times be better than nothing at all.
- [ ] Integrated Tools (BASIC) 2 AP - Requires BASIC quality workbench. Allows the creations of items of BASIC quality without the use of a workbench at double standard AP cost. Can be upgraded past BASIC, though research is required.
- [ ] What Bionic? (Organs, Limbs, Mechadendrites, etc.) Write in -
[ ] Upgrade Bionics - Take a special upgrade action or increase the quality of your bionics. Can only upgrade to IMPROVED level currently.
- What Bionic? Write in -
[ ] Install Bionics (requires uninstalled bionic)
- [ ] Mechadendrite(s)
- [ ] Which Bionics? Write In
- [ ] Replace Organs - (requires uninstalled bionic organ(s) You have the knowledge to replace most of your body with bionics on an IMPROVED level.
-- [ ] Which Organs? Write In
[ ] Create CRUDE air generator/extractor 1 AP - Your internal air supply and recycling will not last forever.
[ ] Create CRUDE corpse starch processor 1 AP - Corpse starch is a mainstay on hive worlds for a reason. A simple device which intakes biomass (usually corpses, hence corpse starch), processes, purifies, and refines it, and results in variable quality nutrient output.
[ ] MANUFACTURED Create CRUDE bio sludge/algae farm 1 AP - Allows the creation of nutrient output and oxygen through algae. Requires more effort to maintain than an air generator or corpse starch processor.
[ ] Create backpack/sled/cart 1 AP - Fashion a crude method with which to carry things with you. [ ] Create CRUDE Skitarii 10 AP - Requires skitarii subject for conversion. Creates a CRUDE skitarii, capable of poorly performing combat or defensive tasks. Gain 3 AP for simple combat/defensive tasks.
[ ] Create CRUDE Servitor 5 AP - Requires subject for conversion. Creates a CRUDE servitor, capable of simple tasks at a slow pace. Gain 2 AP per turn per servitor for simple tasks. [ ] Increase Parts Quality 1 AP/Quality Level/Amount - Make the more complex parts needed for technology from more base resources. Can be taken multiple times. Each level of quality requires parts of the quality level below it which is consumed when taking this action. Parts can be manufactured up to one level of quality above the quality of the workbench at doubled AP cost (ie with a CRUDE workbench, BASIC parts can be created at 2 AP. This will create 1 set of BASIC parts usable for any project requiring basic parts and will be consumed in the process.)
Build parts/upgrade parts - 1 AP per level of quality
CRUDE - 0 AP
BASIC - 1 AP
IMPROVED - 2 AP
ADVANCED - 3 AP
ADVANCED + - 4 AP
[ ] Write In -
Repair - 1 AP - Repair two items (bionic, weapon, device, etc) one level. Non-Functioning ->Low Functioning ->Functioning. Broken items can only be salvaged, inspected, or researched.
[ ] Repair Bionics
- [ ] Which Bionics? Write in -
[ ] Repair Tools - Repair which tools?
[ ] Write In -
Salvage - bionics, item, etc - Reduce a device to its component parts for reuse.
[ ] Salvage Omnissian Axe - small amount of parts for up to ADVANCED technology, 1 x power weapon core.
[ ] Salvage Broken Item 1 AP - Write In -
[ ] Salvage Unbroken Device 1 AP - Write In -
[ ] Write In -
Research - CURRENTLY LOCKED
NOTE - I'm going to be locking Research for the first few turns due to in universe time constraints, unless there is sufficient desire from the readers.
Research covers long term learning projects. Each research project can have as many AP dedicated to it as you have AP. Each AP will result in 1 roll for progress using Tech/Int (in this case Bo3) with any relevant bonuses (currently Imperial Tech).
Simple or known repairs and manufacturing can be done without research actions. Things you don't know how to do will need to be researched first.
[ ] Bionics
- [ ] Improve SpiderRig swap speed - At this point, it takes a day of effort to change your SpiderRig from legs to arms. Much of that fine tuning the changes. If you fine-tuned the process, you could cut that down to half a day or even less. If you focus on upgrading the SpiderRig itself, you might even be able to change mode at will. An invaluable feature at any time, but even more so now, with danger at every moment. If only you can find the time to figure out those changes.
- [ ] Improve organs (basic) - You are no Biologis, but you know the theory. With time and effort, you could figure out ways to biologically upgrade the meat that currently keeps much of you running. Or at least, figure out how to repair it and keep it running at it's current level.
- [ ] Upgrade Bionics - You know how to make bionics that are better than flesh. Now it's time to learn to make bionics better than that. Learn to make bionics at ADVANCED quality. Allows you to make better bionics.
- [ ] Quality Upgrade - Quality Upgrade will improve the threshold of damages for the upgraded parts, ie the point at which undamaged/damaged but fixable/nonfunctioning but fixable/unrepairable change. Sturdier bionics
- [ ] Increase Modularity - If you redesign your bionics so that parts can be more easily swapped out, you can more easily repair yourself. Increases effect of repair action. - [ ] Pain Editor - A pain editor is an extremely useful device. Capable of dulling or eliminating pain but allowing the data regarding damages to pass into your knowledge, this would eliminate any negative effects of pain. You know this exists, but do not currently know how to create it.
[ ] Integrated Tools (IMPROVED) - Allows the creations of items of BASIC quality without the use of a workbench. Can be upgraded
[ ] Crude Clone Vat - You need more hands, more labor, more ability to do things. You know the base theory of cloning, but you've never done it from scratch before. Apply your knowledge to create a Crude Clone Vat. Any clones grown will be low quality and prone to numerous issues. A Crude Clone has limitations on what alterations can be done with the developing clone.
[ ] Inspect/research a broken item - while it may never serve its original purpose, you might still learn from it. Advance research towards constructing a specific object as well as your general knowledge of that type of device (eg study a broken las pistol, learn how to make las pistol, las tech, and imperial tech. General knowledge gains are slow.)
[ ] Create blueprint - You need to build it. But you don't know how. Figure it out and record your notes for later reference. Allows creation of a device or item you currently do not know how to make.
- [ ] Write In -
[ ] Write In -
Personal Betterment - on a fundamental base level, you may not be enough. You are going to make yourself better. Personal Betterment involves figuring out and implementing ways to improve yourself. Personal Betterment functions like a Research action
[ ] Trait Gain - you need to change how you approach things fundamentally. Rebuild yourself, fundamentally change your view of the world, shift your methodology. Gain or upgrade a Trait. The Trait Gain research action will generally be the MC figuring out how to implement a change she wishes to make. An action will then become available to implement that change. Certain Traits, generally those involving backstory or specific events, are not possible to attain in this fashion. In the case of major events occuring over the course of the quest, it may be possible to gain an associated Trait. This availability will be noted when it occurs.
- [ ] Event Trait - Double Down - Something happened. And you have changed from it. Double down on that change, you consider it a lesson worth keeping. Gain Trait.
- [ ] See CC for traits
[ ] Skill Gain - your skills are not enough. You need to be better. Gain or upgrade a Skill.
- [ ] See CC for skills
[ ] Increase Stat - Increase a base stat by one.
- [ ] Select Base Stat -
[ ] Expedition - When going on an expedition, select how you want to tackle it: fast but loud, slow but quiet, middle approach. Normally you will also select resources to take with you, but you don't really have that right now.
Locations with have different levels of resources, sublocations, potential caches of technology, enemies, and very maybe allies. You can explore a location multiple times as you are unlikely to find everything in one expedition. When a location is fully explored, it will be marked as such. However, you can never know everything, and circumstances may change. This may or may not be marked.
How are you exploring? (If multiple expeditions are occurring, select speed for each expedition)
- [ ] Fast but loud 1 AP
- [ ] Middle ground 2 AP
- [ ] Slow but quiet 3 AP
[ ] Scouting - scout a location. Provides basic information on an area, including a general idea of resources, enemies, locations, hazards
- [ ] General Location
-- [ ] North of your current location
-- [ ] South of your current location
-- [ ] East of your current location
-- [ ] West of your current location
-- [ ] Above your current location
-- [ ] Below your current location
-- [ ] Back the way you fell
-- [ ] Write in -
- [ ] Specific Location -
-- [ ] Write in -
[ ] Mapping - like scouting, but goal of mapping location. Must be in a scouted location. Maps of an area decrease travel time and increase likelihood of finding useful items
- [ ] Write in -
[ ] Explore - look around a location for unfound resources, etc. The narrower your focus, the more likely you are to find things, but also miss out on other locations. Location - massive section, ship, deck, section of ship, room. The larger the area, the more AP required.
- [ ] The room you landed in. All you know is that it's big and full of large debris. It's full of a lot of different kinds of debris, including sections that might have come from drop ships or shuttles. - [ ] The vents you fell through. The deck gave way and you fell some distance through the ship. Hopefully just the one ship. At some point you ended up in what is presumably a vent system of some sort which spat you out into a large room full of junk. The vents are poorly laid out, labyrinthine, and badly damaged. But vents often lead to extensive areas of a ship and you might have good fortune here, if you can find your way through.
- [ ] Write in -
[ ] Search for [SPECIFIC THING] in [GENERAL/SPECIFIC LOCATION/SPECIFIC DIRECTION] - impacts what you find. Chances of finding SPECIFIC THING is increased, chances of finding other things is decreased. Does not allow you to find SPECIFIC THING in locations where there is no SPECIFIC THING.
- [ ] Short term base
- [ ] Long term base
- [ ] Defensible location
- [ ] Seek Astartes. What happened to them. Neophytes or not, hostile or not, they'll be very helpful in not dying and getting out of here. How are you looking for them?
-- [ ] Back track (+10) - Follow the path of debris and path you fell. With luck, it won't be too convoluted and difficult a path. Though depending on luck is rarely worth it.
--- [ ] Use Astartes comm signal (+10) - You were connected to the Astartes comm network so they could relay commands. You've lost connection currently, but you can probably use that to try to track them down.
--- [ ] Use shuttle comm signal (+5) - Through the Astartes comm network, you had been briefly connected to the shuttle's machine spirit. You'd have to reverse engineer the connection, but you might be able to look for the shuttle instead. It'll be harder than using the Astartes signal, but the shuttle won't be moving. Probably. You hope.
[ ] Investigate - similar to general exploration action, this is focused on information over resources. Information can also be a result of a general expedition.
- [ ] Investigate what/where? - [ ] Gellar Field Generator - The Warp is a nightmare hellscape and if the Space Hulk returns to the warp while you are unprotected, your body will be torn apart and your soul shredded. Who knows what remains functioning or repairable in this planet sized pile of ruined ships, but you need something to keep you alive in the Warp.
[ ] Flee - The situation is dire. Grab what you can and go. Hopefully its a better place than your current location. Gain bonus to speed and increase likelihood of escape from whatever you're running from.
- [ ] Flee in which direction?
Other Actions -
[ ] Cocoon 1 AP. May be taken multiple times as preparation - There's no chance of survival. No way to survive this place. Find a secret location. Fortify it as much as you can. Hide it even better. Convert your bionics for efficiency. Build the best stasis device you are capable of. Put yourself into hibernation and wait until the situation is less dire. You are unlikely to survive, but you think your chances are better this way than any other. You may set conditions on waking, at which point turns will be made based on rolls seeing if those conditions are met. You'll probably die, but at least it will be a quiet death rather than being torn apart from the horrors of the warp. Probably. You hope.
[ ] Flee 1 AP. May be taken multiple times - Run. Run and never look back. Find the shuttle that brought you here at all costs and leave this place. If failed, difficulty will shift before the next roll based on the prior roll.
[ ] Pray 1 AP. May be taken multiple times - You worship the Machine in action, thought, and deed. Spend time beseeching the Machine God for guidance and assistance. May help. May not. The Machine God helps those who help themselves, and a cog that continues its duty no matter the circumstances is worthy of emulation indeed.
- [ ] Select location for prayer or rites:
[ ] Change bionics location - the locations of your bionics on and in your body are not fixed. Change the location or attachment points of your bionics. Useful if imbalanced or hiding potential weak points.
[ ] Swap SpiderRig Mode 1 AP - Currently Mobility Mode. Ignores terrain debuffs. Grants an additional 2 AP for Exploration actions.
- [ ] Swap to Manipulation Mode. Allows the use of additional weapons in combat and an additional 2 AP for Manufacturing actions.
a/n: I think I got most changes for Actions, but let me know if I missed anything.
Moratorium on voting for 12 hours
Edit: made AP correction. 7 AP BaSE, +2 from skull for scouting, scanning, mapping, or patrolling, +2 from mobility mode for exploration or traveling.
Upgrading the workbench will require materials of BASIC to upgrade to BASIC quality, IMPROVED to IMPROVED, etc., then take the Upgrade Action.
I'm realizing as I write this that I've limited what can be built to the quality of of the workbench. I'm not sure if I want to require scavenging parts to build to a higher level of quality, or to allow building parts of one level higher than the current bench at an increased AP cost. Creating parts of a level of quality require parts of the level of quality below.
Also realizing the cost of upgrading parts is not updated, so I've updated that as well, each level increasing by 1 AP.
I'm leaning towards allowing manufacturing parts of quality one level higher than the current workbench at increased AP cost. That'll give options, I think.
So as summary, upgrading the workbench costs material of a level of quality that you want to upgrade to, ie BASIC for BASIC. Material amounts are somewhat non-specific/arbitrary, but quality is required. Material quality can be crafted one level higher than the current workbench at higher AP cost. Materials of the level below the level being built are required for the quality being built, ie CRUDE for BASIC, BASIC for IMPROVED. Without a consistent supply of materials, either scavenged, automatically manufactured (hello servitors), etc., AP will need to be spent for quality above CRUDE for each project above crude.
The Algae Farm will require maintenance every few turns. As it is CRUDE quality, that will be every 2 turns currently for 1 AP. Higher quality will take longer in between maintenance until maintenance is rarely required.
I'll update the Actions and notes after I've posted this.
Sounds good! Let me put something together then...
[X] Plan: Building On Up!
-[X] Increase Defenses - Increase the quality of existing defenses.
--[X] Steel Debris Walls (1 AP)
--[X] Steel Debris Gates (1 AP)
-[X] Upgrade Workbench Quality: CRUDE to BASIC (1 AP)
-[X] Increase Parts Quality
--[X] Create BASIC Components (2 AP)
-[X] Create backpack/sled/cart (1 AP)
-[X] Repair Bionics (1 AP)
--[X] Left Leg 2, Right Leg 2
-[X] Explore - look around a location for unfound resources, etc. The narrower your focus, the more likely you are to find things, but also miss out on other locations. Location - massive section, ship, deck, section of ship, room. The larger the area, the more AP required.
--[X] The vents you fell through. The deck gave way and you fell some distance through the ship. Hopefully just the one ship. At some point you ended up in what is presumably a vent system of some sort which spat you out into a large room full of junk. The vents are poorly laid out, labyrinthine, and badly damaged. But vents often lead to extensive areas of a ship and you might have good fortune here, if you can find your way through.
---[X] Servo Skull (+2 AP)
----[X] Middle Ground (2 AP)
--[X] Search for [ASTARTES] using [COMM SIGNAL]
---[X] Middle Ground (2 AP)
[X] Plan: Critical Investigations
-[X] Upgrade Workbench Quality: CRUDE to BASIC (1 AP)
-[X] Increase Parts Quality
--[X] Create BASIC Components (2 AP)
-[X] Create backpack/sled/cart (1 AP)
-[X] Repair Bionics (1 AP)
--[X] Left Leg 2, Right Leg 2
-[X] Explore - look around a location for unfound resources, etc. The narrower your focus, the more likely you are to find things, but also miss out on other locations. Location - massive section, ship, deck, section of ship, room. The larger the area, the more AP required.
--[X] The vents you fell through. The deck gave way and you fell some distance through the ship. Hopefully just the one ship. At some point you ended up in what is presumably a vent system of some sort which spat you out into a large room full of junk. The vents are poorly laid out, labyrinthine, and badly damaged. But vents often lead to extensive areas of a ship and you might have good fortune here, if you can find your way through.
---[X] Servo Skull (+2 AP)
----[X] Middle Ground (2 AP)
-[X] Seek Astartes. What happened to them. Neophytes or not, hostile or not, they'll be very helpful in not dying and getting out of here. How are you looking for them?
--[X] Back track (+10) - Follow the path of debris and path you fell. With luck, it won't be too convoluted and difficult a path. Though depending on luck is rarely worth it.
---[X] Use Astartes comm signal (+10) - You were connected to the Astartes comm network so they could relay commands. You've lost connection currently, but you can probably use that to try to track them down.
----[X] Middle Ground (2 AP)
-[X] Investigate - similar to general exploration action, this is focused on information over resources. Information can also be a result of a general expedition.
--[X] Gellar Field Generator - The Warp is a nightmare hellscape and if the Space Hulk returns to the warp while you are unprotected, your body will be torn apart and your soul shredded. Who knows what remains functioning or repairable in this planet sized pile of ruined ships, but you need something to keep you alive in the Warp.
---[X] Middle Ground (2 AP)
//Edit: Had to trim it down because I realized it was using 9 AP before
///Edit: Thanks for that @Heimdall1342, Plan restored to former state.