[X] Stizlak's antianima was a part of him, and the thing had grown in the same ways anyone else's pent up and ignored problems would. He had fought himself here. The fact that it had been in the form of a trippy and uncomfortable dream quest was a fast forward. A short cut. But now, as the victor, there're easy choices he can make. But why should Stizlak be the one to make all the choices? The zoggin git of fear and darkness in front of him is his responsibility, and it's his turn to offer chances given to him. Congrats git, you're adopted.
-[X] Mojo Jojo
[X] Name for Mega Snotlings
-[X] Gnolls
Do you want a plan that finishes almost every project that has points in it, but isn't done? Would you like a lot of overdue projects to be completed before time resumes? Do you want to eat your fucking vegetables? I have the plan for you!
[X] Plan: Eat Your Fucking Vegetables
-[X] Fleets:
--[X] Resistance, Valiant, Delivery and Accomplishment:
---[X] Hunting the Phasmid
--[X] TKK Discovery
---[X] Yr Albain Scanning
---[X] Yr Albain Artefact Hunting
--[X] TKK Endeavor-B
---[X] Black Hole Study Duty
---[X] Kubaito Archaeology
--[X] Delivery
---[X] H'Kek Medical Research
--[X] Accomplishment:
---[X] Flying Saucer Peace Mission
--[X] Spirit of Toxel
---[X] H'Kann Research
---[X] Explore Horizon
-[X] EXP 153/153
--[X] Hypermodular Power Bay: A proposed idea by Toxel: make the power bays on ships even more modular in order to allow power to be easily divertable to the various subsystems as needed. This would require investing in producing a great deal many more PowerBloks, but it would both increase power efficiency and versatility in the field. 0/15 -->7/15, unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Materla.
--[X] Mycelliometal Network: 0-->15/15, upgrades metal TotemTek Conduit Network, an arcane connection network that allows for inter-spirit communication and coordination, increasing CUL. Cost 1 Living Metal.
--[X] Fire Fairy Bottles: 0-->15/15, upgrades Shrines with Fire Fairy Bottles, increasing lifeforce available to shrines and allowing fire elementals to survive indefinitely without starving, increasing EXP. Cost 1 Biodata.
--[X] Voidfarmer Reactors: Right now, most living metal farms had to rely on the local electrical grid, and the power needed to grow Living Metal was not...inconsiderable. One proposed solution was a roll-out of specialized reactors designed specifically for growing living metal. This would cost a great deal of perpetunite, but it would improve the overall efficiency of the harvest. 0-->20/20, generates 2 Living Metal, costs 1 Nuclear Material.
--[X] Harvest Metal: There were many useful materials in the soil. It would require modifying and treating the living metal first, but it was theoretically possible to create a version capable of leeching the ground for said materials in order to both increase the rate at which living metal grew, but also allowed for other elements it had absorbed to be harvested. 0-->20/20, generates substantial EXP, grants Harvest Metal technology.
--[X] Master Control Shrines: First Gen Master Control Shrines were simply large TekShrines that doubled as servers for other shrines on their networks. Your priests wanted to work on a more sophisticated version that instead let Shrines interface on a more fundamental level, amplifying their effects. 0-->25/25, establish Master Control Shrine network, increasing FTH and EXP, cost 1 Network.
--[X] Infinite Inspiration Accelerator: The Lunar Monks believed that the Overview Effect, when paired with a special mental accelerator designed to stimulate the neurons while allowing the organic brain to, VERY BRIEFLY, piggyback off of a vast quantum computer could allow for moments of simulated genius. 0-->25/25, unlock Infinite Inspiration Accelerator, increasing both CUL and ACD by an elevated amount. Cost 1 Network.
--[X] Meeklak Q-Bit Factories: Calling them factories was likely a misnomer, but 'quantum particle synthesis facility' was a bit too unwieldy. While already fairly cheap to replace, it would be a great help to the Directorates budget to make it even cheaper by setting up manufacturing facilities on Meeklak that could utilize its unique elecro-chemical makeup to simplify the process. 4-->25/25, create Meeklak Q-Bit Factories, increasing ACD and NT.
--[X] Construct Valiant Class Ship: Another proposed idea was for a ship designed for actual combat: the Valiant. For obvious reasons, it would be larger in order to add space for redundant systems and weapon platforms, but at the size you were making it, you'd also be able to install fusion cannons as a shortrange but powerful laser weapon. 0-->5/35, costs 2 nuclear material, gain a Valiant equipped with all non-Civilian Compartments and upgrades as well as a variable amount of nuclear weapons and powerful but short-range Fusion Cannons.
-[X] CUL 130/130
--[X] Orbital Caravan Network: Void logistics was likely to grow more and more complex as time goes on: one suggestion had been an expansion of the Orbital Pioneer Program with the development of a caravaneer project meant to coordinate transportation of important supplies and resources between pioneer communities and the planets. 0/15-->9/15, generates EXP by developing a large dedicated transport network for void-townships.
--[X] Wonderpark Space Docks: The Guild was always looking to expand Wonderpark: their biggest idea had been to construct a dock district that could be used by the Park to both serve as a logistics hub and, more importantly, allow them to run their own asteroid mining operation, allowing for regular expansion of the Park. It would also allow them to create their own space vessels, of course: apparently, the Guild hoped to start running cruises. 9-->15/15, Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
--[X] DazzleCubes: A fairly recent invention by the artists of Teklia, DazzleCubes consisted of holoprojectors utilizing special algorithms to produce imagery designed to strongly capture attention. A number of Directorate Fleet officers thought this might be weaponizeable, and had suggested giving the TekArtists more funding to see if they could develop better DazzleCubes. 2-->15/15, grants Crude DazzleCube technology, a infantry scale non-lethal weapon that can be used to distract clusters of enemies.
--[X] Frontier Security Force: In the event of any serious attack on the colonies or outposts, analysts expected that most would fold like a tissue. A light civilian security garrison for each colony wouldn't stop any attacks, but might at least buy time. 2-->15/15, creates Frontier Security Force.
--[X] Oceanic Magmacourt: While normal Pyrefly Courts constructed inside specially designed eco-domes was certainly an excellent idea, another way to help Erichtheo and the Oceans benefit from the power of fire fairies was the erection of special underwater facilities designed to allow for the cultivation of spirits of fire born of the ocean and their mingling with the local sea-life. 4-->15/15, Underwater Totem
--[X] Sleepwalk Brew: 0-->15/15, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies. Risky.
--[X] Heavy Trawlers: Another faction in the Salvage Cabals had begun creating massive fortress ships to sail the garbage sea. These heavy trawlers served as mobile bases, trade centers, and to some extent townships. Some had proposed standardizing the design and upgrading the schematic for use in non-lunar enviroments. 0-->20/20, Lunar Salvage Cabals upgraded to provide access to Heavy Trawlers, amphibious heavy vehicles that generate EXP and can be used as mobile land and sea fortifications by your ground forces.
--[X] Winterspite Battlezone Lodging: Well, it helped buy credit towards repurchasing the client contract at least: Banefrost wanted to expand Battlezone with lodging and amenities designed to cater to his Kabal. Warded sleeping and leisure areas, gladiatorial (or at least as one could come under Directorate law) arenas, game shows… 5-->25/25, Winterspite gains Battlezone Lodging.
--[X] Jr. Genetics Playsets: A product of wonderpark, engineer your own simple genetic modifications to plants and insects! Change the color your pet pyrefly glows! Produce GigaFlowers! Become a Jr Geneneer today! 2-->25/25, increases ACD, cost 1 Biodata.
-[X] FTH 126/126
--[X] Nuclear Ritual Engines: Mag-Tek Altars had proven an effective way of amplifying the effects of Mystek Rites. Some theorized that they could be improved further via nuclear reactor bloks, providing the Altar spirit with additional surges of power to channel into occult motion: to that end, they wanted to apply Mystek principles to nuclear design. 0-->15/15, Mag-Tek Altars upgraded with Nuclear Ritual Engines, unknown effects, costs 2 Nuclear Material. You want this.
--[X] The Road-Docks: The Priests of the Roadguide wished to expand their temple, provide it the means to construct the Great Conclave and affiliated orders their own ships with which to explore the cosmos and do the work of their gods. These Temple-Ships would be manned by complements of Priests and Theurgists, specializing in dealing with problems of a more supernatural nature such as, they claimed, the Scourer-Phasmid. 0-->15/15, gain Road-Docks, allowing for the construction of FTH Ships.
--[X] Rite of War: A proposed rite that would allow for the enchantment of various ship weaponry in order to generate short term bursts of high performance, allowing for increased reactivity in combat situations. It would likely require a great deal of lifeforce, however, both to perfect and be easily utilizable in the field. 0/15-->9/15, Mystek Ritual Compartment upgraded with Rite of War, very slightly increasing the damage of all weapons and in combat situations allowing one weapon system an additional increase of performance. Costs 1 Warp.
--[X] Rite of Soul: You can make the spirits more awake. Could you increase the shine of their soul? A heady proposition: some believed that by experimenting with God-Machine technology, more advanced versions of the Rite of Anima could be developed. No one was entirely sure what the results of this would be, however. 3-->15/15, unlocks Rite of Soul, increasing EXP and FTH.
--[X] Rite of Communion: Others had suggested an idea: the Rite of Anima required a form of Communion between a Bond-Spirit and a lesser machine spirit. Could the same rite be adapted to let this dance take place between Tekket and Bond-Spirit instead? Such a thing would be monumental, certainly. 0-->15/15, unlocks Rite of Communion, increasing FTH and CUL.
--[X] Holywick Lantern Candles: Long ago, it was said that the Lanternkeeper had created fifteen special candles, meant to lit in the final and most dark hours of Tekket history, a means to drive back the shadow once more. Those candles had been lost long ago, set ablaze by the Destroyers in their mad quest to snuff out Tekket. But it is said that the Tenth Candle was made from Sacred Bees Wax. The Order of the Candle wished to attempt to create simulacrums of this sacred tenth candle, using the wax from a Chorus Bee, in the hopes that they might confer an echo of the original candles holy power. 4-->15/15, Gain Holywick Lantern Candle Artefact, increasing FTH and conferring an additional degree of protection.
--[X] War-Muses: The Dancer was Beauty, but Beauty must be protected. A number of Muses wanted to join the Fleet, given bodies capable of combat, so that when the Destroyers came once more to erase all that was good, even the servants of the Dancer could aid in the survival of the Directorate. Specifically, through blade-craft, as the clash of swords was sufficiently close enough to a dance to fall under the domain of the Muses patron. 5-->15/15, gain War-Muses, advanced intelligent combat automata specializing in Blade-Dancing.
--[X] Gremlin.EXE: Gremlins. 0-->20/20, develop Gremlin-Drones, created by taming mischievous data-spirits.
--[X] Bond-Technomata: No Bond-Spirit was nearly mature enough to achieve a third metamorphosis yet, but potentially this process could be accelerated with sufficient amounts of Life-Force, and many Mysteks were salivating over the possibility: Bond-Machina had the ability to generate energy far in excess of their power systems and the ability to use that energy to strengthen and manipulate machinery. Who knows what powers their evolution would have? 0-->30/30, create Bond-Technomata, advanced psyker machine spirits.
-[X] ACD 119/119
--[X] Totem-Net: Alternatively, the Totems could be provided improved server software to allow for a variety of useful, if mundane, programs such as ecology simulators to be ran on them and allowing limited inter-totem communication. In essence, Wyld-Shrines would gain their own complex network to allow their users more functionality. 0/15-->6/15, Totems upgraded to utilize Totem-Net, increasing ACD. Cost 1 Network.
--[X] Gestalt Protocol: Another route to improving the strength of Machine Spirits, some of your scientists belonging to the Grand Reconfiguration Committee theorized that synthetic souls were just as modular as their form: they believed that there might exist some manner to merge machine spirits in order to radically accelerate their growth, creating Gestalt-Drones. They would no doubt be very, very different from typical Bond-Drones, however. Recently, the Assembly had begun to pursue experiments in this vein as a potential alternative method to grow their Avatars. 3-->15/15, develop Gestalt-Drones, advanced automata created from a multitude of fused together synthetic souls instead of singular awoken machine spirits.
--[X] Temple Expedition: It would take a military escort, a great many BlockBots, and probably heavy artillery, but the Fleet believe that it should be possible to push past the Quartzbugs and do an in-depth exploration of the Quartz Temple and unravel its secrets. 6-->15/15, grants information.
--[X] HoloTek: With technology becoming more and more sophisticated, a number of optical researchers had proposed funding more research into their field of study to create advanced HoloBriks that could be used in conjunction with Mind Machine interfaces to create sophisticated 3D simulator pods. 1-->25/25, unlocks Crude HoloDeck Technology, increasing CUL.
--[X] Peer Review Board: Objectively, a peer reviewed project was better. 3-->25/25, Tekniks gain Board of Peer Review, increasing ART by 1 and raising WRP.
--[X] Mega-Art Charging Stations: Mega-Art Spirits typically had more than enough energy to spare, and, granted their creators were allowed to use the surplus to help advance the cause of Art, they were willing to incorporate the technology required to allow them to recharge plus sized Lifeforce Batteries in order to allow the Directorate to convert tourism to energy. 4-->25/25, develop Mega-Art Charging Stations, increasing CUL by an elevated amount and increasing Warp.
--[X] Basic Particle Field Generator: It was clear that Warp-Space was dangerous, and while the particle barrier had proven somewhat effective, it could still be improved. To do this, the Directorate had authorized extensive access to assorted resources. 5-->30/30, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
You all read my propaganda last time. You know.
[X] Plan: Tree-Song
-[X] Fleets:
--[X] Resistance, Valiant, Delivery and Accomplishment:
---[X] Hunting the Phasmid
--[X] TKK Discovery
---[X] Yr Albain Scanning
---[X] Yr Albain Artefact Hunting
--[X] TKK Endeavor-B
---[X] Black Hole Study Duty
---[X] Kubaito Archaeology
--[X] Delivery
---[X] H'Kek Medical Research
--[X] Accomplishment:
---[X] Flying Saucer Peace Mission
--[X] Spirit of Toxel
---[X] H'Kann Research
---[X] Explore Horizon
-[X] EXP 153/153
--[X] Trovian Logging Operations: Trove was home to multiple very colorful forms of flora. Blue, purple, and cyan tended to be the most common pigmentation, but there were a variety of other varieties, such as a type of tree that seemed to have an almost sapphire-like gleam to its bark, or a particular variety of extremely crimson pine-equivalent. By setting up sustainable, eco-friendly logging facilities, Trovian wood could easily find a niche as a luxury decoration material. 0/10 -->8/10, increases EXP.
--[X] Erichthean Great Orchestrion: A proposal by some Pelagic Monks was the creation of a singular, titanic Orchestrion within the darkness of the abyssal zone in order to accelerate the awakening of the worlds spirits. If the designed panned out, then these Great Orchestrions could be deployed on other worlds, as well. 0/10 -->10/10, increases FTH from Great Orchestrion.
--[X] Flamedance Muses: The recent surge in art and culture had caused many residents of Naklis to become enamored with fire dances, with many elementalist rituals and festival-rites making use of the art as a method to amplify the element of fire. Some Muses had expressed interest in the practice, and wished to modify their forms in such a way that they could house a fire elemental in order to draw from it to perform ever more elaborate and impressive firedances. 0/10 -->10/10, unlock Flamedance Muses, increasing CUL. Cost 1 Nuclear Material.
--[X] Metalsong Muses: Many of the Ferromonks and Metallomancers of Naklis had begun to incorporate into their art stringed instruments crafted from living metal, turning many of their rituals into something akin to a performance. A number of more musically inclined Muses wished to incorporate such instruments into their form, so that they could assist in such rites. 0/10 -->10/10, unlock Metalsong Muses, increasing CUL. Cost 1 Living Metal.
--[X] Trove Mega-Gem Mines: The Megagems were made entirely out of precious gems that could be used for decoration, rituals, and processed into more useful materials. By establishing some mines, Trove could start building up a resource stockpile. 0/15 -->15/15, increases EXP.
--[X] Mycelliometal Network: 0/15, upgrades metal TotemTek Conduit Network, an arcane connection network that allows for inter-spirit communication and coordination, increasing CUL. Cost 1 Living Metal.
--[X] ShrineCity: Another idea some had: why not a planetary TekShrine complex? The effect would be somewhat diluted even with the Totem Network and the Orchestrion Units, but it would still serve as a very culturally powerful holy site for those interested in Shrine-Keeping and central complex they could utilize for research and ceremonies, and would still benefit spiritual development in the Directorate. 0/20 -->20/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
--[X] Sacred Groves: The Arbor Guardians had proven an effective source of power for your Shrines. A number of Druids wanted to expand upon this by developing a series of mobile eco-domes containing specially cultivated groves to serve as mobile reserves of life-force. The majority of the life-force generated by these groves would likely go to the Wyld-Shrines, but it would likely provide a small surplus that could be put to other projects. 0/20 -->20/20, unlock Sacred Grove infrastructure, increasing FTH and Warp.
--[X] CityBlok Resonance-Drives: The Orchestrions were useful enough that many CityBloks unaffected by the shortage had proposed (once the shortage was handled) installing as standard in the major CityShrines and ShrineDistricts the resonance drives as standard, essentially allowing the common citizen to more easily benefit from the new field of science in their day to day life. 0/20 -->20/20, upgrades Arcoocubes with Resonance-Drives, increasing FTH and CUL.
--[X] Community Ampitheaters: With Theatriurgy becoming more and more commonplace, some among the Directorate had suggested constructing additional facilities in each Arcolocube to help communities host and create their own plays. 0/25 -->25/25, increase CUL and Warp, Arcolocubes gain Ampitheaters
-[X] CUL 130/130
--[X] Wonderpark Space Docks: The Guild was always looking to expand Wonderpark: their biggest idea had been to construct a dock district that could be used by the Park to both serve as a logistics hub and, more importantly, allow them to run their own asteroid mining operation, allowing for regular expansion of the Park. It would also allow them to create their own space vessels, of course: apparently, the Guild hoped to start running cruises. 12/15-->15/15, Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
--[X] Glasmite Resonart: The elemental material recovered from Trove after the establishment of the Totem Network might not contain ampouls of mystic and nuclear power, but they still had useful qualities: they were exceedingly efficient for crafting small resonant devices, for one, allowing a degree of miniaturization of the Orchestrion Units and simplification of production. Some Trovian artists wanted to start incorporating the material into their works, allowing for a variety of aural effects and, notably, for every piece of art in the Directorate to become a spiritual amplifier. 0/10 -->10/10, Glasmite Resonart becomes standardized, increasing CUL and Warp. Cost 1 Nuclear Material.
--[X] Metamorphae Muses: Just as Machina was to Drone, so too did many a PygmaliTek believe there existed a form of Muse elevated above, blessed by the Dancer to act as her envoys. A method must be undertook, a ritual to invoke the Goddess of Art in order to unlock this divine transformation. 0/10 -->10/10, unlock Holy Metamorphaen Muses, automata empowered via Divine Rite, granting elevated FTH. Cost 1 Warp.
--[X] Naturae Muses: Just as Might Oak was to mere Sapling, so too did many a PygmaliTek believe there existed a form of Muse elevated above, fused with the essence of nature and bonded to the WyldAltars of the world. A study must be undertook, the Artefacts of the Gods studied to bring about this synthesis. 0/10 -->10/10, unlock Sacred Naturae Muses, automata empowered by Nature, granting elevated FTH. Cost 1 Warp.
--[X]Archaeology!: With increased interest in nature came increased increased interest in Teklia's fossil record. With that in mind, some Rangers and Wonderpark had suggested creating a museum of natural history and forming teams of elite archeologists to comb the wilds of Teklia for bones to house this facility. 0/15-->2/15, creates Wonderpark Archaeology Division, generating CUL and BioData.
--[X] Glasmite Hymnals: Glasmite presented an interesting oppurtunity: it could be used to modify TekGrimoires by adding micro-resonant engines, allowing the devices to utilize arcano-vibration tones to perform the same tasks as an Orchestrion, albeit to far lesser effect. This would also turn the artefacts into handy tools for any Occultek looking to incorporate more music into their life in general. 0/15 -->15/15, TekGrimoires upgraded to Glasmite Hymnals, allowing all Orchestrion related technology to be used in grimoires at greatly reduced efficiency.
--[X] Crystaleaf Arbor Guardians: It was extremely obvious to most Elementalists that the unique genomes found in Trove offered a way to give more unto the spirits of Gem. One idea was modifying Arbor Guardians to incorporate some of the genetics of these organisms to increase their overall sympathy with Gems, which would help accelerate the development of Gem Vita on lifebearing worlds. 0/15 -->15/15, upgrades Arbor Guardians with Crystaleaf Genomic Mods, increasing CUL and accelerating gem vita development on life bearing worlds. Cost 1 Biodata.
--[X] Mystek Apiaries: 0/15 -->15/15, Mysteks gain Chorus Beeswax Candles, increasing CUL.
--[X] Fruit of the Occult Tree: Some trees bore fruit, swollen and rich, heavy with vitality. These fruits, your Occulteks believed, could be used to manufacture an improvement to their Grimoires: by installing a life-support network and occasionally feeding these lifefruit their own vital energy, they could harvest the juices as an offering during the Auto-Rituals, they might be able to more easily entice spirits to do their bidding, especially those unbound entities of nature. 0/15 -->15/15, TekGrimoires upgraded with Lifefruit Heart, increasing FTH.
--[X] Spire Orchestrion: A proposed expansion to the Elemental Spire was the installation of a giant Orchestrion unit powered by the elemental energies of the spire, used to begin weaving great songs of power and life into the planet, allowing for some (light) terraformation projects to proceed with the Elementals permission. 0/15 -->15/15, upgrade Elemental Spire with Awakening Orchestrion, increasing CUL and Warp.
--[X] ArcanoTek Orchestrions: If it could strengthen spirits, then the Calculators believed it might be possible to empower the arcane. To that end, they wished to research a method to turn Orchestrions into what amounted to ritual accelerators, capable of being deployed to improve the effect of the Directorates many means of channeling higher powers into the physical realm. 0/20 -->20/20, deploy ArcanoTek Orchestrions, amplifying the effect of all Rites and Sorcery. Cost 1 Warp.
-[X] FTH 126/126
--[X] Greater Arbor Guardian: A much more modest proposal would be spending lifeforce to accelerate the development of multiple arbor guardians across the Directorate: these Greater Arbor Guardians would strengthen the shrines considerably, and would especially enrich the spirits of nature. 0/10 -->10/10, develop Greater Arbor Guardian, increasing FTH and strengthening Shrines. Cost 1 Warp.
--[X] Glasmitian Aural Pillars: An alternative (or supplement) to designing WyldSong Amplifiers to improve Totems was using Glasmite to construct a series of aural generators throughout the network capable of generating resonances. Cheaper than repurposing Orchestrion technology, these Aural Pillars would be weaker overall, but once established they would require no maintenance and little power. 0/15-->15/15, Totem Network upgraded with Aural Pillars.
--[X] Orchestrion AutoTuner Matrix: A program could, in theory, be designed in order to optimize the performance of the Orchestrion units. This would serve as a fairly useful improvement by ensuring that operators could utilize the devices far more easily, simplifying their deployment somewhat. 0/15 -->15/15, upgrades Orchestrions with AutoTune Matrixes, increasing CUL.
--[X] Holywick Lantern Candles: Long ago, it was said that the Lanternkeeper had created fifteen special candles, meant to lit in the final and most dark hours of Tekket history, a means to drive back the shadow once more. Those candles had been lost long ago, set ablaze by the Destroyers in their mad quest to snuff out Tekket. But it is said that the Tenth Candle was made from Sacred Bees Wax. The Order of the Candle wished to attempt to create simulacrums of this sacred tenth candle, using the wax from a Chorus Bee, in the hopes that they might confer an echo of the original candles holy power. 4/15 -->15/15, Gain Holywick Lantern Candle Artefact, increasing FTH and conferring an additional degree of protection.
--[X] Shrine-Hives: Fundamentally, it would not be difficult at all to redesign shrines to serve as hives for Chorus Bees, allowing for small amounts of lifeforce to be siphoned from the bees honey. In exchange, they would receive by and large the same benefits as the Arbor Guardians, receiving larger portions of lifeforce given directly. 0/15 -->15/15, Shrines on habitable planets upgraded with Shrine-Hives, increasing CUL.
--[X] Hallowed Shrine: Another proposal had been to spend resources to develop a more advanced, theologically oriented shrine and accompanying rites to fully dedicate the Shrines and their offerings to specific gods. While these shrines wouldn't benefit the machine spirits of an area, they would likely very much please whatever deities they were connected to. 0/20 -->20/20, Shrines upgraded to provide FTH.
--[X] Undying Arbor: Why should the Directorate stop at eternal life? Why not go further? Attempt to create something with such vigor that even active attempts to slay it would not be enough, with enough vitality that it could weather even the most brutal assault. An organism so hardy that it would be capable of outlasting the Directorate itself. A truely undying arbor guardian. 0/25 -->25/25, upgrades Arbors with advanced regeneration, cell repair, immune system, and redundant survival organs, increasing CUL and creating extremely hard to kill trees and other megaflora. Cost 2 Biodata.
--[X] Calling Dance: The Grandmasters believed that the Dancer could be summoned again by creating a smaller, more easily replicable version of the ritual used to manifest her the first time, blessing performances and allowing them to act as arcane conduits for the theurgic energies of the goddess. 0/25 -->25/25, gain Calling Dance, allowing for artistic performances such as song and dance to generate theurgic power, increasing Warp by 1 and CUL.
-[X] ACD 119/119
--[X] Totem-Net: Alternatively, the Totems could be provided improved server software to allow for a variety of useful, if mundane, programs such as ecology simulators to be ran on them and allowing limited inter-totem communication. In essence, Wyld-Shrines would gain their own complex network to allow their users more functionality. 0/15-->4/15, Totems upgraded to utilize Totem-Net, increasing ACD. Cost 1 Network.
--[X] Arbor Minds: Tree nervous systems were decidedly non-complex. Plants in general were fairly simple organisms, intellectually. This was in all likelyhood one of the larger barriers to their spiritual growth: after all, it was a known fact that the soul could only grow at an acceptable speed when provided sufficient processing power. However, their nervous system being so simple meant that, in theory, it wouldn't be hard to design a method to allow your computers to interface with them, providing the tree increased intelligence. 0/15 -->15/15, increases CUL, cost 1 Network
--[X] Totem-Net: Alternatively, the Totems could be provided improved server software to allow for a variety of useful, if mundane, programs such as ecology simulators to be ran on them and allowing limited inter-totem communication. In essence, Wyld-Shrines would gain their own complex network to allow their users more functionality. 0/15 -->15/15, Totems upgraded to utilize Totem-Net, increasing ACD. Cost 1 Network.
--[X] TotemTek Peripherals: Heat management, soil enrichment, atmosphere filtering, there are a variety of mundane upgrades that could be installed on Totems to improve functionality. They would require at least some Perpetunite to improve the power generation, but these peripherals could allow regions to be more efficiently managed. 0/15 -->15/15, Totems upgraded with TotemTek Peripherals, increasing CUL. Cost 1 Nuclear Material.
--[X] Mindwaltz Resonance: A much more theoretical proposal by some in the Academy was using neural-scanners and Orchestrions to attempt to develop a resonance pattern capable of stimulating the mind, improving the focus, the memory, and the logical abilities of Directorate scientists and engineers. 0/25 -->25/25, deploys Mindwaltz Resonance, increasing ACD considerably. Cost 1 Warp.
--[X] ArborSerum: Another proposal was making wisespread the practice of using MegaFlora Serum to accelerate Arbor Guardian Growth, increasing the total lifeforce flowing throughout the Totem-Net, and even developing specialized blends specifically for use in trees and other already-large flora. 0/25 -->25/25, develop ArborSerum, increasing CUL and Warp.
--[]X BioArt: It was certainly an interesting idea: give Artists the means to craft floral organisms that they could incorporate into their art, allowing them to make wholly biological pieces and exhibits, or exhibits that incorporate carefully shaped biological tissue into their design. In essence, allowing the creation of BioArtwork. 0/20 -->20/20, develop BioArt, increasing CUL as Art in the Directorate becomes far easier at incorporating life and nature into its design. Cost 1 Biodata.
[X]Plan: JACK "KILL CHAOS" GARLAND APPROVED: