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Anonymous /vg/532377483#532401793
7/23/2025, 8:12:59 PM
>>532399871
>like a bug
Good choice of words.
>"Stoneskin Gland: This bionic gland releases chemicals and nanomachines that transform the user's skin into a built-in suit of armor."
I was visualizing my Mechanitor slowly starting to look part mechanoid but trying to find a good pic of insect carapace armor made me realize I've just recreated Sarah Kerrigan. She's the only person in my colony getting a full transhumanist treatment. Most of the colony has zero implants or replacements and the rest have stuff like a bionic spine from that time they stood in front of the uranium slug turret.

>>532400575
I've noticed my pawns with bionic arms or legs never get destroyed fingers or toes and that alone almost makes me want to upgrade everyone.
>and allow potentially unlimited psy levels
How does that work? I'm not interested in "unlimited" psy levels but I have some psychically dull pawns that I wouldn't mind boosting to 100%.

>>532400604
>But if you're so scared of losing pawns
I'm only scared of losing two pawns: My vampire leader because my ideology worships vampires, and my mechanitor, because those mechs are the backbone of the entire colony. I liked the idea of the vampire being un-upgraded, just genetically powerful, while my mechanitor is heavily augmented and half machine. I've resisted the urge to make my mechanitor a vampire so far, but I'm almost inclined to have my leader pass on his vampirism and then sell the colony and take just my vampire mechanitor with me and try a solo colony.

>>532401150
Oh shit, that's good to know. I think the best I can do is a Wimp gene, but I imagine that would mean a bionic pawn could end up falling down even with relatively little damage if they get hit anywhere that feels pain.