TreeQuest: Magitech (Riot Quest)

Can I make my next vote with the assumption that I'll have the benefits of that particular Ancient Tree setup?
Yes.

before our nemesis get to convince that one empire that we do necromancy.
Have you been reading my notes?

(Not that they have the reach to actually convince the Shining Concord Empire to attack the Forest. Someone smaller and less focused inwards, though...)

That's still a thing, right?
Yes.

It wouldn't need to be an army of humans. We don't know yet if Orc Hordes are a thing....
Not on this continent in the past century or so.

I'll actually do something ordinary today.
You've done that before, actually. Two of your rolls in the battle counted as, in basis, Offense rolls.

P.S. Also, I am not sure about my previous action with telekinesis was successful or not.
It was, but got redirected to help Arthur Scrat survive his crazy "how do I kill a snake that has eyes larger than me" feat.

rather than a research specimen.
It would give you a boost to Monster Energy, but not a huge one.
No other research benefits.
 
On the one hand, I could continue to vote on the movement research line.

On the other hand, now that I'm on the genuine road to Enthood, I really want to celebrate, do something a little crazy, and make the most of my newfound skills.

[ ][Action] With the help of volunteers, practice physically lobbing animals at things. And using Telekinesis to ensure they land safely, of course.

EDIT:
[X] Subtly encourage the herbalist to monologue about herself and her intentions when the Forest is eavesdropping. Possibly by breaking into song. Provide musical accompaniment if appropriate.

[X][Focus] Monster Energy
[X][Focus] Grow Unusual Lumber Tree
[X][Focus] Clean the Lake*1
[X][Focus] Clean the Lake*2

[X][Squirrel] Search for any signs of after-battle 'surprises' we need to clean up
[X][Deer] Search for any signs of after-battle 'surprises' we need to clean up
[X][Moles] Build Tunnel between Forest and Newton Village
[X][Beavers] Figure out what other dam-related projects they could build
[X][Bees] Expand the Hive
[X][Ants] Keep our Creatures Clean
[X][Wolves] Search for any signs of after-battle 'surprises' we need to clean up
[X][Corvids] Gossip with other Corvids, thinktank the message we received and the battle that followed
[X][Pollen] Grenades
[X][Monster] Nothing

I don't want to leave out a vote for 'autofocus', but I'm not entirely clear how it relates to standard focus.
 
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Autofocus takes up focus slots; autofocus slots can't be used for normal focus and will replace the lowest voted normal focus votes.
Once established, autofocus works as a program that runs until its designated end state, or until deliberately cancelled, then stops and frees up the focus slots.

In exchange for the loss of flexibility, autofocus is 25% more effective than normal focus.

Its real intended best use is to set a background focus for something we will always want to do, like 'Grow the Forest' or 'Research the next Negacion'. But right now the main push for it is to test it out by having it auto-tame monsters until we run out of them.
Which does mean we could get more mileage out of the test run by catching another monster or two.
 
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Done. You get 4 on Research, boosted rolls on Research Write-ins, and 2 on everything else.
Thanks. Now let us begin by doing a normal action in a very abnormal and probably dangerous way.

[X][Action] Corvids are clever, that has always been obvious. But what is it that makes them think differently to us? The mind, the body or the soul? The soul may be barred from us but the other two are still free. What lies in the mind of a corvid? What horrors and wonders await? How does one cope in a body not their own? When all that you have ever known barely relevant at all? It will not be sufficient to just ask and talk about it with them. To gain a true understanding of what it means to be a corvid one must truly become one. My tree body shall be discarded for a month placed on automatic and used only as a conduit for my observations. For the month I will be the bird, free to explore and learn. With a volunteer as guide I will immerse myself in their thought patterns and bodily motions. There will be no difference between myself and the bird merely two minds bound so tightly as to be one.
[X][Focus] Grow Elder Void Tree
[X][Focus] Grow Unusual Lumber Tree
[X][Focus] Clean the Lake
[X][Focus] Clever Corvids
[X][AutoFocus] Basic Protection Focus
-[X][AutoFocus] Raise the Shield, 1 action per turn.
[X][Squirrel] Scout for missed enemies from the attack.
[X][Wolves] Scout for missed enemies from the attack.
[X][Corvids] Clever+Wise Tree Conversation (10 dice)
[X][Pollen] Lingering
[X][Monster] Everything
 
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[X][Focus] Monster Energy
[X][Focus] Grow Unusual Lumber Tree
[X][Focus] Clean the Lake*1
[X][Focus] Clean the Lake*2

[][Action] Clean the Lake
-Your nemesis poisoned Newton Village's lake. None of them have an easy way to clean it, short of waiting a year or two for nature to take its course. You may or may not be part of nature, but you're definitely faster.
-Working with the poison, and trying to restore the prior pond ecosystem, should give you some insights on resisting poison.
-4.8 of 12 successes

12-4.8=7.2
So 7.2 successes needed. But we also have a generic +25% bonus on survival.

7.2/1.25=5.76
So 5.76 basic successes needed. 11 player dice at .5 chance means we'd expect 5.5 successes, we need 5.76 so a chances are a bit worse than 50:50.

One Focus gives 4 guaranteed successes.
5.76-4=1.76

So 1.76 (rounds to 2) successes out of 11 tries.
We'd need 10 fails in a row to fail that. 0.5^10=0.0009765625=0.009765625% chance to fail if we stay at those 3 manual actions and one focus action.
Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)


[X][Focus] Raise the Shield
[X][Focus] Raise the Shield
[X][AutoFocus] Basic Protection Focus -[X][AutoFocus] Raise the Shield, 1 action per turn.
Are you sure you want to use Focus to raise the shield?

We have 2 elder Shield Trees each adding 4.9 (1 normal and 3.9 from Active Specialized Defense dice) auto successes. 9.8 before percentage bonuses.
9.8*1.5=14.7 Shield points automatically against surprise attacks.

If we used it on Eldering an Empty Tree instead that would give us an automatic empty veil each turn. -33% chance for a normal enemy attack to hit.
Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)
[X] [Action] Stockpile Thorns
[X] [Focus] Clean the Lake
[X] [Focus] Grow the Forest
[X] [Focus] Grow the Forest x2
[X] [Focus] Grow Unusual Lumber Tree
[X] [Pollen] Grenades
[X] [Monster] Dire Bat
Would you consider sacrificing one of your Grow the Forest votes?

Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)
 
Hm. I've been convinced on both counts, though I still have misgivings about the Wraith.

[X] [Action] Stockpile Thorns
[X] [Focus] Clean the Lake
[X] [Focus] Grow the Forest
[X] [Focus] Upgrade Void Tree to Elder Void Tree
[X] [Focus] Grow Unusual Lumber Tree
[X] [Pollen] Grenades
[X] [Monster] Wraith
 
Hm. I've been convinced on both counts, though I still have misgivings about the Wraith.

[X] [Action] Stockpile Thorns
[X] [Focus] Clean the Lake
[X] [Focus] Grow the Forest
[X] [Focus] Upgrade Void Tree to Elder Void Tree
[X] [Focus] Grow Unusual Lumber Tree
[X] [Pollen] Grenades
[X] [Monster] Wraith
The vote the rest of us use is 'Upgrade Empty Tree (Void) to elder'
 
[X] [Action] Stockpile Thorns
[X] [Focus] Clean the Lake
[X] [Focus] Grow the Forest
[X] [Focus] Upgrade Empty Tree (Void) to Elder
[X] [Focus] Grow Unusual Lumber Tree
[X] [Pollen] Grenades
[X] [Monster] Wraith
 
Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)
Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)
Instead a vote for eldering the void tree would increase the forests defenses, getting us enough auto successes to get a guaranteed empty veil each turn (at size 4), turning enemy attack dice from 3 out of 6 succeeds to 2 out 6 succeeds, making the enemy one third less likely to hit.

Or elder Weather Tree Research, which could enable better Weather fuckery for growth and combat (a new Trick for every fight!)

That you thought it necessary to basically copy+paste the same sales pitch three times in a row basically cemented me into not going along with your plan.
 
Ancient Tree Rules
Ancient Tree Rules:

You start with 2 dice in every Action, and can buy Traits to get more.

You start with 3 Trait points. Every 25 full votes after achieving Ancient Tree grants +2 Trait points. (You remain "Ancient." If disambiguation is needed, start calling upgraded Trees "Ancient+1," "Ancient+2," and so on, at 50, 75, and so on total votes.)

If you desire Traits that are initially unavailable due to Requirements, feel free to bank the relevant Trait Points until you fully qualify.

Trait selection:
  • The basics:
    • Generalist: Grants +1 dice on any normal Action vote.
      • Requires: For one rank, requires votes in at least 3 categories of actions, and at least 4 votes outside your most-frequent category. Per additional rank, requires at least one vote in +1 category of actions (max 7, counting write-in as a category) and at least +4 votes outside your most-frequent category.
    • Split Focus: Grants +2 dice on any 2 categories of normal Action votes
      • Requires: at least one vote in each category and at least 5 votes in the two categories combined, per rank taken.
    • Category Expert: Grants +3 dice on any 1 category of normal Action votes
      • Requires: at least 6 votes in the category, per rank taken.
    • Narrow Focus: 4d to 1 tag (includes a to linked Write-Ins, equal to a half-rank in Innovator).
      • A tag is something like "Bees" (or any other Creature type), "Void" (or any other Magic Element), or "Biology Research" (or another narrow focus within any single category).
      • Note that "Magic Elements," "Magic Research," and "Esoteric Research" all grant a Write-In bonuses for setting up their respective advancement-projects.
      • Requires: at least 7 votes with the tag, per rank taken.
    • Hyperspecialist: Grants +5 dice on any 1 specific Action (e.g. "Store Resources for Future Need").
      • Requires: at least 10 votes in the Action for the first rank taken, and 6 per subsequent rank taken.
      • Specific note: Only Actions which will, exactly as they are, always be available, should be taken for this trait (e.g. "Grow the Forest" or "Store Resources for Future Need" - or, if you're slightly crazy, something like "Ice/Fire Negacion (Magic Research)").
  • A bit more esoteric:
    • Moving Tree: Aka "Ent." This trait makes you a level better at moving than the rest of the Forest. This will also grant +3 dice to anything with the (Movement) tag.
      • Movement skill levels are: Stationary, Heliotropic (the Forest's original baseline), Very Slow Movement, Selective Fast Movement (Basic Movement), General Fast Movement (Intermediate Movement), Mobile Forest aka Huorns (Analyze Mundane Movement), Bipedal Movement aka Ents (Advanced Movement), slow Shapeshifting, fast Shapeshifting, then as many layers of ridiculous-speed and shapeshifting-skill as you want. Fast Shapeshifting +3 lets you outrun a Cheetah in bipedal form - though you'd be better off Shapeshifting into something with wheels anyway. Fast Shapeshifting +5 would let you duplicate most of Schlock's (Schlock Mercenary) shapeshifting stunts, except with full capacity to go rigid or gain a full normal solid form as desired.
    • <Element> Specialization
      • Pick an Element; some Magic that our Forest has some experience in. Any Action related to that Element gains +3 dice and +10% to all Successes in the entire Action (stacks additively with most other modifiers). Related Write-ins also gain bonuses (equal to a half-rank in Innovator).
      • Requires: At least 5 actions related to said Element per rank.
    • <Animal> Connection
      • Pick an Animal; some Creature (or Monster, or narrow category of Mind) that our Forest has some experience in. Any Action related to that Animal gains +3 dice and +10% to all Successes in the entire Action (stacks additively with most other modifiers). Related Write-ins also gain bonuses (equal to a half-rank in Innovator).
      • Also gain +2 dice on Consensus votes for your Animal type, if and when relevant.
      • Requires: At least 5 actions related to said Animal per rank.
    • Innovator: Grants +1 roll (I'll keep the best) and a bonus to the final result on any write-in.
      • If you pick this more than once, the 2nd, 4th, etc. picks will grant you an additional basic roll on your write-in action - as if multiple Trees were trying the same write-in - and the 1st, 3rd, 5th, etc. picks will improve the results on whatever unimproved roll you have.
        • So if you took this Trait 6 times, every write-in would result in 3x (roll twice; keep the best and apply a bonus) and 1x (roll once without modifiers).
      • Requires at least 6 write-ins per rank taken.
    • Obsessive
      • This Tree obsesses on a single action, to the exclusion of all else.
      • Grants +2 dice in an action for every 2^n consecutive prior times you've taken that action. Table of effects:
        • Consecutive turns taking actionBonus to action
          1+0
          2 or 3+2
          4 through 7+4
          8 through 15+6
          16 through 31+8
      • Note that, if the action you wish to take is not available on a given turn (perhaps due to combat), you are allowed to take a normal action and pretend that turn did not exist for purposes of this rule. Again, if you do not vote at all in a given turn, that turn will be ignored for purposes of this rule.
      • Also note that this must be applied to exactly one action. You could theoretically Research certain Magics (any single Negacion) indefinitely. You could theoretically Grow certain Special Trees - or, more reliably yet, the Forest itself - indefinitely. You can Store Resources or Raise the Shield, or keep the Lasers (or other attack) warmed up and ready to fire perpetually. But a lot of actions change, and even the always-available ones don't always make sense to use.
      • You have to pick a single Action for this, while upgrading. You canpotentially change up your Traits slowly over time later, but with an initial penalty.
        • You must spend 2 turns taking an action with no Obsessive bonus, in order to convert a single rank of Obsessive from one obsession to another. If you have multiple ranks and wish to convert them all, spend 2 turns with no bonus per rank. If you have multiple ranks and do not wish to convert them all, let me know and I will allow that, but unconverted ranks in Obsessive will have no effect until you convert them (or switch back).
      • Requires: The same as one rank of Hyperspecialist.
    • Seasonal Favorite
      • Pick one season. Roll 4 extra dice on all actions during that season only.
    • Deciduous
      • +2 dice in everything in spring/summer/fall.
      • -2 dice in everything in winter.
    • Elder Roots
      • This Tree was a unique Elder Tree, and keeps to those Roots.
      • Base statline is set to equal the Tree's Elder Tree statline.
  • System-altering:
    • Reliable: All Action dice are converted to 0.5 auto-successes each. This DOES NOT COST a Trait-point, but changes your base dice from 2d to 1.5d.
    • Determined: Gain 0.4 banked auto-successes per turn. On any turn, you can allocate any or all of those auto-successes as desired.
    • Seer: The GM will grant you mysterious lines of information from time to time. These will vary from "actively confusing" to "Archnemesis' greatest weakness" depending on a random roll. Taking this Trait more than once will presumably increase the effects - but beware the many stories of mad seers, self-fulfilling prophecies, and so on…
    • Special Tree: You also count as +1 Special Tree of a type of your choice. You do NOT contribute to the Forest's total Special-Tree count, but you DO contribute to specific Special Tree caps (e.g. "max Lens Tree per Magnitude of the Forest"). Taking this repeatedly can be used to upgrade your Special Tree effects to Elder or Ancient.
    • Tall Tree: Grants +1% to all Successes throughout the Forest (stacks multiplicatively), plus your Tree is actually physically taller. Yggdrasil would be Tall Tree level ~32. Consider investing in Lightning defenses.
    • Strategist: Grants +2 votes to any Consensus vote. The GM will try to send you a rough draft of the chapter before posting it, and if possible will coordinate so that you can very quickly post a reply with any interesting analyses, right where anyone can see it.
      • No requirements, but I'll expect you to be paying attention to "optimal choices" and the like. GM may modify this trait - or delete it and issue a full refund - if it gets annoying to support.
  • ???
    • ???



Some specific examples:
Ancient Resource Storing Tree: Hyperspecialist (Store Resources) x3. Gets 17d at Store Resources; 2d at everything else.
Ancient Commander Tree: Elder Roots (Commander Tree), Moving Tree. Gets stat-line from Commander Tree, +1d to Survival, +3d to any Movement action; +1 rank of Movement Level.
Ancient Moving Tree: Moving Tree x3. Gets 11d to (Movement) actions; 2d to everything else; +3 categories of Movement Level compared to the rest of the Forest (you could literally pull off a Trojan Horse gambit on the fly, and are a few more Forest Research actions away from being able to pull a Transformers reference).
Ancient Growth Tree: Category Expert (Growth) x3. 11d to Growth; 2d to everything else.
Most Ancient Tree: Generalist x3. 5d to everything.
 
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@Robinton I believe I have enough Magic Research Actions(16 or more) for two trait points invested in hyperspecialist into Magic Research subcategory.

I'll hold onto my last point for the three to five turns I believe I need to get a third boost of hyperspecialist in the same subcategory.

Also, incase it's slip your mind, we previously discussed a small boost to casting spells as a bonus of the magic research hyperspecialist. 2 for each point invested.
 
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This makes me wish I found both this quest and this site earlier so I could be getting all the sweet sweet bonuses. hehe

Jokes aside, its cool stuff. Its also nifty how our trees become characters without being actual characters.
 
Well, it's also a reminder that Trees grow bigger and stronger with time. Like Dragons. Maybe. We're still not sure if Dragons are real.

(New objective: Make a Dragon in order to conclusively end confusion about if Dragons are real)
 
@Robinton I would like 2 ranks of Split Focus (Growth, Research) and 1 rank of Innovator if I'm allowed to.
Consider it done!

@Robinton, what is considered a category?
Research, Growth, Survival, etc.
Like Sir Plusse says.

If so, I'll have category expert (research) and elder roots.
Consider it done!

@Robinton I believe I have enough Magic Research Actions(16 or more) for two trait points invested in hyperspecialist into Magic Research subcategory.

I'll hold onto my last point for the three to five turns I believe I need to get a third boost of hyperspecialist in the same subcategory.

Also, incase it's slip your mind, we previously discussed a small boost to casting spells as a bonus of the magic research hyperspecialist. 2 for each point invested.
Player of interest: RandyTrevelyan
[X] Research Clever Trees
[X] Research Clever Trees
[X] Research Clever Trees
[X] Research Clever Trees
[X] Grow Clever Tree
[X] Grow Clever Tree
[X] Basics of Magic (Magic Research)
[X] Research Lens Trees
[X] Research Lens Trees
[X] Stress-Test Throwing Spikes (Research)
[X] Special
[X] Basics of Magic (Magic Research)
[X] Research Basic Movement
[X] Research Improved Shields (Magic Research)
[X] Research Elder Shield Trees (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Ice/Fire Negacion (Magic Research)
[X] Research Light/Darkness Negacion\n-[X] Destructive Testing on flaming dogs
[X] Light/Darkness Negacion (Magic Research)

I see 12 - Edit: 13, counting the Research Light/Darkness -Destructive Testing vote - uses of Magic Research, though Researching Clever and Lens Trees might both ought to count - which would bring the total to 18 19.

Also, I nerfed Hyperspecialist a bit. See Narrow Focus.

(New objective: Make a Dragon in order to conclusively end confusion about if Dragons are real)
Results redacted.
...
Though, as a pseudo-Christmas gift, I'll note that you can actually get an implied answer to that mystery in the Archon interlude.
(Which, as you've already guessed, is also the interlude choice that gives you basically nothing locally relevant.)
(Every interlude - and, again, you've guessed this, though I'll hereby confirm - has a tradeoff between global setting information, and local relevance.)
 
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Let me know what Ancient Tree options you want,
Unfortunately I'm stuck using my mobile for at least a bit longer and I'd want to use my laptop or PC to poke around comparing results.

Right now I'm thinking I would end up with Elder Roots plus Tall Tree... But I don't know if that's the 'optimal' build to improve upon my Expansive Tree. Especially as I've been considering buffing my Survival dice.
 
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