If it is viable for the beavers to start taking actions to research water magic so they can use it to supercharge their natural construction engineer instincts (among other uses), then yeah, using Beaver actions for researching water magic sounds like a great idea.
Maybe we should have them build until winter, then use winter to research?
(Except life magic, I'd give it a big priority boost as it allows the forest to heal our friends, which may save lives in an unforeseen emergency)
OMG the idea of us having a Forest with everything in it having MAGIC is so cool! It will warm this wizard tree heart. (I think I choose wizard ... oh no, wait, i choose magic tree, well, its still accurate in a sense. Ooh maybe I can be a sorcerer tree, hehe lol)
Anyway, tangent aside, us having a forest with mystical creatures sounds super cool to me. As does us asking our animals to assist us in construction and infrastructure projects. That's really cool. I also think its nifty that to enemies our Forest seems inhospitable, dark, dangerous, foreboding but to friends and allies (and maybe neutrals) its welcoming and comfortable. Paths within making travel safe. Tree roots that form bridges over ravines and rivers. Fruits and berries from trees and bushes, maybe even segments of wheats and grains growing natively within.
Also, ooh, idea - maybe we can see about circling the village - with permission of course - in trees so that its part of the Forest in a sense. That might be useful.
OMG the idea of us having a Forest with everything in it having MAGIC is so cool! It will warm this wizard tree heart. (I think I choose wizard ... oh no, wait, i choose magic tree, well, its still accurate in a sense. Ooh maybe I can be a sorcerer tree, hehe lol)
Anyway, tangent aside, us having a forest with mystical creatures sounds super cool to me.
[ ][Action] Life Indeed
-Arthur Scrat has set you on the path of gaining Life Magic. You Live already, and are quite familiar with Life, but you'd like to also teach your Creatures…
-This will improve the Forest to Competent level, and teach the majority of your Creatures the basics of at least one Magic Element (typically Life).
-This gets a +30% bonus, and 1 free auto-success per turn, from your various Creatures studying this Magic on their own time. This gets a +10% bonus, and a 2nd free auto-success per turn, from Betty Grimm's study of Life Magic. This gets a +15% bonus (plus Creatures will often gain other Magics instead or in addition to Life) from your understanding of the process of gaining Magic.
-10 of 50 successes
Also, ooh, idea - maybe we can see about circling the village - with permission of course - in trees so that its part of the Forest in a sense. That might be useful.
We could develop house trees, where people can life in the foliage.
They'd be trees, so much easier to shield.
And they'd be able to evacuate to the main forest (although the inhabitants would probably get seasick).
To the discussion: Great ideas! Feel free to Write-in them!
If you're worried about droughts, the absolute best time to do something will probably be the upcoming Spring - or maybe now; either way.
I was just writing up Growth Incorporated, and realizing that our Communication Trees were about to Connect to Talanburg. Well, do you know the structure of Talanburg? Over half the city is far above-ground, as a series of interconnected platforms on huge trees (which are maintained and reinforced by Magic); as long as the attackers aren't aerial and can't destroy the trees, the place is almost immune to assault. And you just so happened to finish Connect to Talanburg and Growth Incorporated on the same turn...
Not as of yet. I threw up a few rough sketches of potential Ents a while ago, but it was never make official or anything.
The rough estimate was between 4-6 dice or 2-3 auto-successes, applied to fighting during combat turns and patrolling the forest for potential invaders or infiltrators during peace turns. And maybe a small (5% or so) bonus to a few tasks that benefit from having a big Ent with strong arms and a huge axe around. Though you could easily tweak those numbers a fair bit if you want.
"the GM will have the Lesser Fire Salamander increase its Fire skill (+5 autosuccesses per turn) (after that, it will try learning Ice and Ice/Fire from you)"
What on earth did I mean by that first bit?
It ought to take the Lesser Fire Salamander hundreds of turns at best to brute-force Fire from Expert to Master...
Oh, I bet I meant "Increase The Forest's Fire Skill" - that makes sense. Much easier, since you have a good teacher and aren't nearly as high-rank.
Focus:
AutoFocus: None (nothing passed threshold, due to None votes)
4+4=8 automatic successes into Grow Clever Tree
4+4=8 automatic successes into Grow Wise Tree
4+6=10 automatic successes into Finish Laser Computer
4+6=10 automatic successes into Growth Incorporated
Razzocnor 2d -> 1 success to Upgrade Lens Tree to Elder.
Dice Rolled=237; succeeded=117. Rerolls were mediocre but still helpful. The Write-ins were erratic, but a touch above average - and two of the three "terrible" rolls were negated by Write-in bonus rerolls. Misc rolls were misc; including a pair of opposed extreme rolls for the Bears.
Tall Tree bonus: 3 ranks; x1.0303
Jack727 - [Seer], level 1 - 404 Sword Not Found.
Write-ins:
Space Jawa, ""Rip & Tear (Until the Job is Done)" - Finish Cleaning Up Evil Vines to Make Sure the Problem Stays Gone."
LinkOnScepter, "Telekinetically attack by uprooting southern Vines. Move closer if necessary."
Sir Plusse, "Telekinetically attack by uprooting southern Vines. Move closer if necessary."
Nigerian Duck, "The tree feels that it comes closer and closer to reaching a tipping point, strengthening itself over its experiments each time. But it holds off on it, deciding that it has to try one more thing before it turns itself to something greater than before. Straining itself to its utmost limits, it gives an honest attempt to 'see' its own, or sense it in some way. It has no idea where to start, but a good and honest effort with a clear and peaceful mind should do somethin'….right?\n."
Fabricati, "Test Shrub: Be the primary focuser of the new Shield-Piercing Attack, likely to be tested on volunteer shielding trees. (Write-in? Attack?)."
Aria the Mage, "Study past examples of illusions. See if they relate to Light or Darkness."
mastigos, "Mining Mushrooms Manifold: grow the mining portion of the fungal network and infrastructure for separating out samples of any interesting minerals that it might find for the researches to poke at."
BelligerentGnu, "With acceptable range, now begin developing telekinetic strength. Mine limestone via telekinesis, focusing on quarrying and moving the heaviest possible blocks each time." -[Telekinesis, Write-in bonus], level 2
IamtooSleepy, "Check on Lesser Wraith."
Pyro Hawk, "Connect to Shadow Spinners (after finding some I suppose)." -[Write-in bonus], level 2
Razzocnor, "Design the Defender Ent." -[Magic Biology Research, Write-in bonus], level 2
Phigment, "Travel as far Southwest as I can, avoiding settlements and intelligent beings, until I either feel my connection to the rest of the Forest weakening, or reach the Friendly Ant territory." -[Write-in bonus], level 6
Toboe, "Research portal magic, using the new information we gathered from the last attack."
Special notes on actions:
Ylamona, "Analyze Mundane Movement (Biology Research) (Movement Research) - Also analyse other trees' movement during combat if possible."
miki2w, "Store Resources Against Future Need. I want to focus on store water for the future, asking for help when using a little of ice or fire magic when needed to avoid damage (ice on summer and fire on winter)."
kinglugia, "Ice/Fire and Fire Within - Destructive testing on enemy Vines on remaining portals. If they are highly resistant to the fire without, let's see what happens when you turn the Fire Within against them! - Move closer if necessary."
Ally actions:
Squirrels: Life Indeed; +4 successes, bonuses apply.
Deer: +4 automatic successes, probably to Growth, bonuses apply. 0.78 finished the fourth new Clever Tree. 2.04 finished the Elder Shield Tree. Remainder to Upgrade Lens Tree to Elder.
Moles: +25% bonus to Survival (Survival 33 > Growth 32).
Beavers: +3 (bonuses apply) to upgrading a Special Tree.
Bees: +5 automatic successes across any combination of Research and Growth actions. 0.14 successes to Growth Incorporated. Remainder to Upgrade Lens Tree to Elder.
Ants: Reroll top two lagging actions. See above.
Wolves: KILL THE VINES.
Corvids: +10d to help the Forest improve its Weather Manipulation.
Bears: Vine Hunt.
Dire Bat: Scouting.
Lesser Wraith: Checkup.
Lesser Fire Salamander: Burninator.
Speakers Ben and Betty Grimm: +50% bonus to the top 2 Actions in (Communication OR Research OR Survival): Store Resources and Finish Laser Computer. Plus personal training and chores.
Herbalist: Study Special Tree Growth!
Turn 26 Results
The Forest grew a remarkable number of Trees this turn! The Forest grew the last Wise Tree that it can sustain at this magnitude, just to begin with. Then, with a bit of overflow and a minor bit of help from the Deer, it grew a quartet of Clever Trees. All these new Research-focused Special Trees began showing immediate returns, with several major Research projects completing this turn - and several others advancing nicely.
The Beavers, with a bit of help from the Deer, finished upgrading the Forest's third (and final) Shield Tree to Elder this turn. Note that you still see no long-term differences between the rapid-grown Elder Shield Tree and the normal ones. (There was a certain amount of adjusting needed in the immediate aftermath, but nothing particularly worrisome. Mostly minor tweaks to the xylem/phloem, plus a few places where the Tree needed some slight tweaks to optimally stand despite gravity.)
The Deer and Bees put their spare effort into starting to Upgrade a second Lens Tree to Elder; between Growth and Survival bonuses - especially with the low-light of winter incoming - it seemed as good as anything.
Additionally, the Ventricle Tree put some effort into Growing the Forest, with average success.
The Forest continued to make progress on analyzing Mundane Movement. One of the two Trees working on this project made a particular point of analyzing the Trees striding to war, plus the Unpredictable Tree striding to Research; this gave a few additional insights. (3 successes with normal bonuses. Add 1.5 successes (no bonuses) from watching combat (1) plus watching the Unpredictable Tree (0.5); these extra successes are not repeatable, unless the Forest significantly alters themselves or their Movement first.)
At the last turn, Marta Yarrow the Herbalist put every second she could into frantically analyzing how the Forest's Special Trees Grow. As things stand, she should finish the project next turn, unless she is specifically distracted.
The Forest put some minor further effort into Weather Analysis, but the Corvids (as expected) provided most of the progress. We are now more than halfway to project-completion!
One Tree made a minor further push into analyzing Monster Energy, and was able to figure out the threshold of difficulty for "detection." The Forest suspects that yet-further Research will eventually unlock options for "manipulation," but that is (presumably) considerably further out.
The Forest managed to finish analysis into combining Ice/Fire Negacion and the Fire Within. It, ultimately, is clearly something of a niche application. It can deal extreme damage, but only after beating hostile life-forms' tendency to resist your Magic… so, on average, it has only somewhat above-average effectiveness (1.5-2x damage). It does have some utility cases: the combination can be used to grant frostbite resistance, or to allow the Trees' Fire Within bonuses to work on some stranger ice-based creatures. Your Creatures are happy about the boosted Frostbite resistance! (8.35 of 7 successes; 1.35 successes overflow to Growth Incorporated.)
While doing the prior testing, the Forest also proved that the Vines are only mildly resistant to Ice - and, therefore, only mildly resistant to Ice/Fire Negacion.
Between the attention of the Forest, a lot of minor bits of spare effort from other projects, and a final tiny bit of help from the Bees, the Forest managed to finish Growth Incorporated. We are now not only theoretically-capable of incorporating other plants (particularly Trees) into the Forest, but we now in-fact do so by default on a steady basis. This took effect this turn - not because you properly had the skill down, through most of the turn, but rather because the test-runs and practice produced (with active effort) about the same amount of progress as passive effort will generate in the future. As an additional bonus, the Forest now has the option to unlock potentially-dozens of minor bonuses from surrounding plants. Additionally, the Communication-oriented Trees have the option to further-boost this project's long-term results… (+5 free successes (with modifiers as a Communication Action) to Grow the Forest this turn and every subsequent turn. Further Research projects unlocked.)
The Forest made the first bits of progress on Magical Construct Analysis, and made some further progress on Flesh Not of My Flesh. Additionally, the Forest and Creatures, together, continued exploring Life Magic; a third Squirrel and a first Beaver both picked up Life Magic.
The Forest put a massive amount of effort into finishing the Laser-Computer, and did so with room to spare. That would have been true even if Ben Grimm hadn't been fascinated by the thing, and helped notably. The final product fills a modest-sized clearing, and winds around and through most of the surrounding Trees. Databanks (buried in the ground and nestled among intentionally-hardened Roots for safety) allow the Forest to store any written material quickly and easily - which they do immediately on every book in range. Now this will notably expedite Research, especially anything calculation-heavy. If any Trees of the Forest had dreams of reaching orbit - well, they are no longer quite so far out of reach… (Permanent +20% to Research; +15% extra available with the Overcharge Computer action.) (We need 16.5 successes at rate 1.5*1.03, so using 10.68 unmodified successes. 15.32 left. We need 20 successes at rate 1.6*1.03, so need 12.13 unmodified successes. This leaves 3.19*1.7*1.03=5.585 successes left, to Growth Incorporated. Ben Grimm's bonus gives an extra effective +13 unmodified successes to Burninator - which isn't quite right, but I don't feel like having to redo all these calculations.)
One side-note to the Laser Computer: Since this project was already delayed for the growth of various Special Trees, we were only able to delay Light/Darkness Negacion until after this. All other projects were conducted before this was complete; alas.
The Forest can now, finally, reliably combine Light and Darkness! The result can vary from "negative light sources" that cast darkness and leave bright shadows on the other sides of objects, to extremely selective light-filters that allow only certain colors through, to Light that bypasses Darkness Magic, to Darkness Magic that resists Light, to something very like Void Magic, to… The full list of effects of this Negacion: Light Resistance 4, Darkness Resistance 4, 2x Laser Damage (before other multipliers), Darkness Attack deals base damage against all foes and 2x damage vs (e.g. Vines) and resists supernatural sight, +2.5% Growth bonus per rank of Lens Tree, and a permanent +25% Void damage. One downside: As this was put off to the very end of the turn, it was unable to assist with Growth this turn. (3.055 overflow to Growth Incorporated. Next suggested Negacion was Water/Fire - but it can't be unlocked until Water is Competent; new project unlocked and started.)
A few extremely-dedicated Trees stored a massive amount of further Resources, against any and all future needs - and it seems there will be many, between the Laser Computer and the upcoming winter. Betty Grimm further assisted, by discussing in "ways to prepare for winter," which had several minor suggestions you hadn't yet considered. One of the Trees managed a small amount (+0.5 success) towards Water Magic for the Forest while trying to work out how to store large amounts of Water.
The Bee Tree continued assisting the Bees, which continued to happily multiply. That said, winter will soon be upon us, and while preparing resources for Bees will be an option, the Bees won't be able to help the Forest during that time…
…Unless a Hive learns Magic, perhaps?
The Weather Tree continued its work, shaping the Weather to be as ideal as possible. It wasn't very successful this turn, but its efforts will add up.
The Unusual Lumber Tree lumbered along, making steady progress on its task. (12.67 of max=50 stored.)
The Forest put some serious effort into Cultivating the Surrounding Plants, and has (on its own effort) gone from less than one quarter to more than three quarters complete.
The Forest has been reaching out to Talanburg to the south, for a while now. This turn, however, something shifted. The Forest can now Connect to non-Forest Plants, especially Trees. And this is intensely relevant, because over half of Talanburg is far above-ground, as a series of interconnected platforms ('flets' or 'talans') on huge trees (which are maintained and reinforced by Magic). Talanburg is quite hard to assault, as long as the attackers aren't aerial and can't destroy the (very resilient and almost immune to Fire) Trees.
You reach out to the Trees of Talanburg, and Connect.
In the span of three days, a series of massive Trees, around two hundred feet tall, join the Forest and Connect to the rest of you.
While none of them are Sensing Trees, you still immediately gain a great deal more ability to look around Talanburg. And you spend the rest of the turn Connecting to the mostly-Elves (around half to three-quarters Elf, technically) of Talanburg.
The Trees in question are scarcely more awake or Thinking than a typical non-Forest Tree - well, until you Connect with them, that is. That said, you parse their memories and are fairly certain that Talanburg is only about four hundred years old. You are also certain that you have a lot of Tree-enhancing spellwork to learn - even if you are already doing half of it subconciously.
They notice something different about their Trees almost at once. The city is built upon them; goodness knows that they keep more than half an eye on them. A few individuals panic, but for the most part, calmer heads reign. They don't seem to know what to make of you - but they can tell you haven't harmed the Trees yet (indeed; they're healthier than ever).
You will have a choice to make, and you will have to make it fairly soon… though not until after a much closer problem is dealt with - the Trees notice a party of wannabe woodcutters approaching from the north.
With the completion of the third Shield Tree, the Forest has its strongest Shield yet. And it is well that it does, for a massive hailstorm beat down upon the vicinity, in defiance of the efforts of the Weather Tree. The Shield strained, but the Shield held. (Shield: (3+5.25+4.3*3) *1.6*1.03 = 39.8 successes. Hail: 8d6=32. Shield wins. Note that any damage which made it through the Shield would have been divided by 4 from Ice/Fire Negacion.)
The Void Tree - and one other - ensured that the Empty Veil was kept aloft this turn. Indeed, far more was put into it than necessary to cover the Forest; the spare energy was used to continue working on Void Defenses for the aforementioned Void Tree. (Empty Veil: (6+5.3)*1.1*1.03 = 12.8 successes. Half of overflow, or 3.9 successes, go into Void Forest (13.95 of ??? successes).)
And it was well that Void defenses were in place! Because the Void Tree was attacked, this turn, by something strange and unexpected.
It began when the Void Tree felt something odd overhead, and countless vibrations in the not-Earth. Then a bunch of small (and not-small) bodies seemed to cluster around the Void Tree's trunk. There wasn't any attempt to attack the Void Tree - only to press in close to it - so it analyzed the bodies. Some large; some small. Some seemed like, perhaps Squirrels or some equivalent? Some were definitely predators, going by their size and sharp teeth. Some matched nothing that the Forest had ever met: a creature like the attacker months ago, a massive featherless bird-like creature, and a creature with at least three dozen tentacles. And all of them were huddling together, neither fighting nor attacking the Void Tree nor anything else. Trying to shelter under the Void Tree.
Then the "odd feeling from overhead," that the Void Tree previously remarked upon, intensified. "Odd" became "distinctly uncomfortable." Then it became downright "painful," and the Void Tree began to lose Void-leaves to whatever-it-was. The Void Tree pushed chunks of power into its leaves, hoping to bolster them-
-And something shifted: the presence above flinched back, and slowly faded away into the not-distance.
The various not-animals continued huddling for perhaps another five minutes, before slowly dispersing. Apparently content to peaceably leave each other be until a later date. And you know you've noted some of those creatures hunting others, too, normally…
(-2 Resources. Apparently Void Wildlife - or at least, Void Wildlife as you'd thought you understood it - isn't the only potential Void hazard…)
The Unpredictable Tree gets up one morning and decides, "You know what? I'm going to make contact with the thinking Ant colony." To hopefully expedite the process, it invites along a small handful of the Forest's own Ants.
The Unpredictable Tree has to start mentally talking louder to reach everyone, as soon as it leaves the Forest. But there isn't any strain for a mile or two, and it can still communicate fully and easily - though it has to work at projecting across the intervening distance - for dozens of miles. After a day or two of travel, it reaches a point, perhaps fifty or sixty miles away, where Communication with the Forest is starting to require both sides actively focusing on it. After four or five days, it loses touch with the main Forest altogether, despite both trying to focus on crossing the distance.
If the Forest had one or more Trees skilled in Communication focusing on Connecting across the distance, Communication would likely span a significantly longer range…
The Unpredictable Tree can tell the direction (within a few degrees of accuracy) and distance (much less precise) of the Forest if it focuses carefully.
The Unpredictable Tree does a self-assessment. Hmm… Not thinking quite as quickly, can't access all the Sensing Tree super-senses, Magic Element skill moderately diminished. But none of those are crippling issues - just annoying. The Ants are slightly more diminished, but still functioning fairly well - just slower to think and a little less intelligent.
The Unpredictable Tree continues to make good time all turn, and by the turn's end the Ants that it is carrying notice what seem to be a scant handful of scent trails left by giant ants. The smaller scent-trails unquestionably speak of - by far - the largest Ant colony that any of you have ever encountered.
You will have to introduce yourselves… (Prompts mini-turn. Phigment: Please suggest an approach to visit the main Ant Colony. …Or specify that you want to carefully check your location and turn back around, if you'd prefer, I suppose? The way home will be quicker, even if it is slightly uphill - with experience and something resembling a known path, even mediocre rolls will suffice. Other questers cannot IC offer you support at this distance.)
One Tree attempted to see its own Mind, with little effect. It couldn't figure out how to Telepathically Connect to itself, though it tried. Thinking about thinking about thinking about thinking was a fun exercise, but also not terribly productive.
One Tree tried to, specifically, be the focus of the Shield-Piercing Attack testing. It found itself, unfortunately, the only Tree testing the Shield-Piercing Attack… but made some (limited but useful) progress on that project. (+1 success)
The Mushroom Tree continued working on finding interesting rock samples or other such things via its Mushroom network. While no breakthroughs were made, it was effective enough at Mining, and got the Forest a 4th Favor from Newton Village. They are going to have to figure out a way to start paying those off, huh? (+2 successes)
One Tree attempted to seek out Shadow-Spinners to Connect to. This $ucc33434!@#$%^&*()... You aren't completely certain, but it seems the Tree in question nearly died at some point, and only fought off a mental attack due to considerable age and experience. That said, there appears to be a small nest of Shadow-Spinners about 15 miles to the NWW of the Forest - thankfully far from any with Minds.
Additionally, it must be noted that the Forest has quite carefully checked the Tree which attempted to Connect to Shadow-Spinners. It appears to be - after a modest bit of recovery - unharmed by the experience. It also appears that the Empty Veil has a slight but noticeable dampening effect on mental assaults, which could prove quite useful in the future…
One Tree looked carefully over all recorded data on Portal Magic. The Tree saw nothing new on the subject of Portals… but saw, in the middle of the review, a small-yet-useful observation on Communication, especially with other plants. (+2 to Growth Incorporated)
One Tree studied past (and, briefly, current) examples of illusions, and compared them against Light/Darkness and similar effects. The Tree had a few minor preliminary analyses of how the sight-affecting aspects of might work - then it woke up, with a rather large wound in its trunk. The rest of the Forest promptly pointed out that the wound was shaped like a spider, and was made by the Tree apparently firing Light/Darkness Negacion at itself. On the one hand, review after-the-fact suggests that this outcome was at least partially a confluence of bad luck (reviewing illusion at the same time as part of the rest of the Forest interacted with it, plus mental concentration slipping at a terrible moment), but on the other hand… scary. (-2.5 Resources)
One Tree - with significant Telekinesis experience - began mining Linestone via Telekinesis and trying to train to move ever-heavier blocks. At one point, it had to privately admit that it had probably tried too hard to show off, as a block nearly damages the Mining Tree. However, the recovery from that near-miss actually proves that said Tree has slightly more Telekinetic might than it had thought - which leads to a significant increase in Telekinetic strength! (TK damage multiplied by 1.4; TK strength increased nearly double. +3 successes to Mining, no bonuses.)
The Magical Biology Tree decided to design a new type of Special Tree: the Defender Ent, to patrol the bounds of the Forest. This is a centaur-like Tree, almost twenty feet tall, capable of long periods of quiet vigilance and brief bursts of extreme movement. It is one of the most durable Trees in the Forest, and is capable of wielding weapons or its own native armaments (Spikes, Ice/Fire, Pollen, its own limbs) with equal acuity. Each Defender Ent grants +4 autosuccesses to some reasonable Offense option during combat. Each one grants a bonus to the Forest's vigilance against threats - particularly ones not easily detected. Each one grants the Forest a slight bonus against mental effects.. These Trees could, potentially, take long journeys outside the Forest - but only slowly, having to move slowly and carefully and rest often to conserve energy. On the other hand, a journey to Talanburg or Andrewsburg is probably feasible…
The Seer Tree had a vision that a Fiery Magical Sword lay at its roots. It searched… and found nothing. It got other Trees to search… and found nothing. The Sensing Trees got in on it… nothing; not even a whiff of a possible Magical (or Ancient Tech) concealment method. The Forest's current (second-draft) Anti-Illusion and Mental-Defence protocols were tested… absolutely nothing. Foresight has been known to tell almost as many lies as truths; the Forest is nearly certain this was just one of those. (But another Sword would be cool…)
The Lesser Fire Salamander tutored the Forest in the ways of Fire, and the Forest learned quite a bit from it. Leaves have started to fall, and this provides the Salamander with plenty of free fuel. Then, of course, Ben Grimm was delighted to join the lessons (after the Laser-Computer was finished), and learned enough to nearly reach Competent himself. Assuming that nothing changes (aside from the Laser-Computer coming online, of course), and only the Salamander contributes from this point onwards, it will take around 5-6 turns for the Forest to learn Fire at the Journeyman level. …The Lesser Fire Salamander asks if you'd be willing to directly contribute and finish a bit faster? That would let it learn Ice during winter - which is both easier and a much-appreciated protection from the cold…
The Forest thoroughly analyzed the Lesser Wraith. It seems like gorging itself has slightly altered the Wraith's Magic - but those alterations steadily receded and returned to normal, as it spent time in more normal conditions.
Once you were already essentially certain that it was safe - at least for the moment - the Speakers, Ben and Betty Grimm, asked if they could analyze it, too. (This Wraith never tried to kill them, which is somewhat reassuring to all three.)
Their main takeaway was more than an hour each marvelling at how clearly the Forest sees Magic. Though the whole process did give the Forest some further insights to the structure of Magical Constructs.
Once that was done, the three decided to finish Cultivating the Surrounding Plants - all three could remove problematic plants, but only two could reasonably grow new good plants. This finished too late for this turn but will be helpful in the future: Growing the Forest will be faster, and hostile plants will not easily take root around the Forest.
Additionally, the Lesser Wraith is now cleared for general duty!
The Wolves finish up (thoroughly) eradicating their patch of Vines, with only Gadro the Life-Magic-wielding Mole for help, with only minor injuries. Said patch had already been largely eradicated, of course, in the prior turn - with considerable difficulty and cost - so the mop-up operation didn't require much help.
The Bears, by contrast, are dealing with at least two problems. First, they've been practically bathed in the Vines' sap, and while they're far more resistant (by physique and fighting-style alike) than other Creatures, they're nonetheless not immune. Second, that fall is progressing apace, and a cold week left them thinking of dens and hibernation, distracting them from the battle. Indeed, one Brown Bear goes berserk from wounds - which just leads to it being cut off, surrounded, wounded terribly, and finally strangled before any can rescue it! But just as it loses consciousness, three Trees and the old, Life-Magic wielding Grizzly, show up. Two Trees hang back just out of range and hold all the Vines at bay with Telekinesis, while the third (the Commander Ent) strides in, tears a swathe of Vines from the ground, and grabs the borderline-dead Bear.
The Brown Bear's injuries are horrific, well beyond what a Mole could cure (due to size/energy limitations). And its own body isn't remotely up to providing any assistance - indeed, Avo spends the limited energy available to a Mole just restarting the Brown Bear's heart once. But the Grizzly is not so limited, and while it has to exhaust itself closing the Brown Bear's many (many) wounds, it not only stabilizes its injured comrade but brings it back to wakefulness and (careful) movement.
From there, with two Trees assisting with Telekinesis and one striding directly into the fray (with TK keeping the Vines from latching onto it effectively), it's just a matter of steadily mopping up the remaining Vines. At some point, the Wolves show up, fresh from eradicating the prior patch, and lend their aid against this one.
The very last blow is struck by the recovered Brown Bear, which walks up to the last writhing Vine, and touches it once, almost gently.
It stills suddenly, withers, and shrivels up. When it is plucked from the Earth (just to be sure), it looks like a thing that had been dead for weeks.
(Brown Bear #1 has learned Death Magic at Competent level. +3 flat successes to Life Indeed. The last two patches of Vines have been eradicated.)
Thanks to your Communication-focused Trees, you detect a group of nine Two-Legs sneaking towards your Forest from Andrewsburg. They seem to have noticed the Unusual Lumber and want to find - and loot - the source. They are under the impression that the Unusual Lumber is the creation of a powerful and secretive Wizard or similar, and are intending to commit burglary. They have three Mages with significant power, you think, though you aren't sure of their exact specialities. Two of the Mages are constantly arguing about which of the two is in charge. The third Mage seems to be some sort of concealment specialist, you think, though she is only just barely using her power - since she thinks the group is surely too far away to be noticed.
There is a chance they would miss the Forest entirely without intervention, truly, but it isn't likely. Additionally, they seem prepared to stay around and search for a week or two. Worse: They might potentially threaten Newton Village; half of them aren't willing to kill another Two-Legs, you think, but two of the three Mages (stealth and the older of the two arguing), along with one of the normals, you think, would be willing to if need be.
…Of course, they want profit. They might be bargained with. The real question is: how to handle them?
But at the same time, days away to the east, a group of dozens of Minds is slowly approaching. Any Tree Reaching Out to Minds notices them. They aren't hostile, but weary - it's their pursuers that are hostile…
Actions, Turn 27:
Communication:
Note: A fantastic insight grants you +5% on all Communication actions. The Speaking Tree in Newton Village grants you +10% on all Communication actions, and an additional +10% when interacting with Minds. The Sensing Trees grant +5% each on all Communication actions, and reduce range penalties when present. The Speakers for the Forest (Ben and Betty Grimm) each grant +10% to all Communication actions, and an additional +5% with Two-Legs. Total: +45% base, +20% extra with Minds.
[ ][Action] Reach Out to Minds (Psychic)
-Successes sort-of stack. You're not sure how difficult this will be. Better results if more successful. Possibility of finding "there's nothing within X miles" - but even something like that will be good to know.
-This ignores Newton Village and the people thereof.
[ ][Action] Connect to Local Wildlife (Psychic)
-Bears - heavy combat? Birds - scouts? Worms - growth bonus? You know you've seen all these; you have only vague ideas on what to do with them.
-Feel free to write in a specific request. The Forest can easily target specific classes of animals.
-Anything that Newton Village is familiar with is discounted 50% in difficulty due to them helping you understand the creatures.
-Monsters are harder to reach than normal animals. If you want to grab a specific monster, have your animals locate it first.
-12.22 unspecified successes banked.
-1.25 of ??? successes towards Birds of Prey (will resolve to something more specific).
-240 out of -9876543.21 successes towards Shadow Spinners
[ ][Action] Incorporated Growth
-The Forest has done extensive Research on merging other Trees with the Forest. But the Communication-specialists haven't fully attuned to this project.
-When completed, Growth Incorporated (Grow the Forest automatic successes per turn) will gain a bonus equal to 10% of the Forest's Specialized Dice in Communication (currently 70*10%=7).
-0 of 42 successes
Research:
Note: Your Wise Trees grant you +50% on Research actions. Your Laser Computer grants you +20% on Research actions, and a +15% extra bonus when Overcharged (consuming 4 Resources per turn).
Focus: Any Focus action directed towards Research gains +6 auto-successes from Clever Trees.
(Destructive Testing: If you have access to an enemy and wish to perform destructive testing, vote for the Research action as usual but put in a subvote on the next line like "-[X] Destructive Testing on <Enemy>". This will neither help nor hinder the Research, but may cause a bit of bonus damage to the enemy. This will be limited to combinations that make sense.)
Currently locked: Research Elder Sensing Trees (Magic Biology Research). The Forest will need to - at minimum - spend a year or so using the current Sensing Trees OR invent multiple interesting new methods of sensing, before making significant upgrades.
-0 of 5 successes per category; enables upgrading one type of Special Tree to Elder Special Tree
[ ][Action] Research Ancient Shield Trees (Magic Biology Research)
[ ][Action] Research Ancient Void Trees (Magic Biology Research)
-Further options will unlock when you grow at least one Elder of that type
-0 of 10 successes per category; enables upgrading one type of Elder Special Tree to Ancient Special Tree
Locked: Water/Fire Negacion (Magic Research) - needs Water to Competent first.
[ ][Action] Water Lot of Fun (Magic Research)
-It's been suggested that we combine Water and Fire, but we must first learn Water.
-Rewards: Water Magic to Competent; probably other effects; at least one Beaver will likely gain Water Magic.
-Bonus of +25% from prior experience with Water (particularly the Beavers' experience).
-1.9 of 28 successes
[ ][Action] Research Vine Shield-Piercing (Magic Research)
-The Vines were able to pierce through our best Shields. It was a lot of work for them, yes, but they still could. See if we can recreate this effect - possibly with the captured Vine seedlings - and see if we can learn anything from it.
-Should grant an option to half attack-power in exchange for dividing enemy Shield effectiveness by 8 against your Magical attacks. Should upgrade the Forest's Shields to better resist Shield-piercing or -draining effects.
-Concentrating Magic - both Power and Intent - very densely seems to have been involved, as does picking certain Magic Elements (Malice itself, but Death seems to work adequately) that would tend to counter Protection/Defense.
-29.59 of 40 successes
[ ][Action] Analyze Mundane Movement (Biology Research) (Movement Research)
-Your Trees can move around with Magic, with some effort. But how does non-Magical, Mundane, Movement work? If you can carefully tweak your own bodies in the right ways, you should be able to get significantly better results with the Movement Magic that you have. Plus, studying Movement is a good way to grow your Movement Magic, to prepare for the next step there.
-Bonus of +25% from Vine Growth.
-40.96 of 55 successes
[ ][Action] Analyze Special Tree Growth
-The Sensing Trees have collected quite a bit of data on how the Forest Grows Trees, particularly Special Trees. Sort through that data, and try running some experiments, to see if we can develop more insights on Growing Special Trees, or potentially even Growth itself.
-This will gain 10 automatic successes (with bonuses) per turn from the Herbalist until completed.
-29.61 of 65 successes
[ ][Action] Hevel
-You have some familiarity with Steam and Vapor; time to study them further.
-This should boost the Weather Trees noticeably, as well as increasing your Steam Magic to Competent.
-2.4 of 30 successes
[ ][Action] Weather Analysis
-The Corvids have long understood Thermals, large columns of rising air that (among other things) tend to create clouds. They would like to work with the Forest to analyze Weather from multiple points of view at once, and believe that the Forest's Weather manipulation and Weather Magic will both gain a bonus from doing so.
-17.34 of 30 successes
[ ][Action] Monster Energy (Magic Biology Research) (Biology Research) (Magic) (Magic Research)
-See if you can get the Sensing Trees to detect the source of Monster Energy. If so, you'll get the ability to detect Monsters, through virtually any stealth, at quite some range…
-And if you can detect it reliably, why not go further and research it, too!
-This gains +10% from the Dire Bat, +20% from the Lesser Fire Salamander, and +30% from the Lesser Wraith. +60% cumulative.
-7.16 of 35/??? successes
[ ][Action] Void Forest (Magic) (Void)
-Your Elder Empty Tree needs to be defended. But it seems to exist in an undetectable world adjacent(?) to ordinary space. Of course, this particular challenge is also a potential opportunity: a way to Grow somewhere that the majority of your current foes probably can't easily access, and might or might not even know exists.
-This will require use of Void Magic.
-This has a +25% bonus from Ben Grimm's brainstorming. Any Empty Veil overflow will contribute half (with Empty Veil modifiers) to this action.
-13.95 of ??? successes
[ ][Action] Lethal Pollen (Magic Biology Research)
-The Forest has a rough theory on creating an Annoying Pollen variant capable of clogging any breathing-Creature's airways across about ten to twenty minutes.
-This would produce an indiscriminate - but tremendously-effective - anti-army attack.
-This upgrade could, of course, be turned back off (or deliberately weakened) as desired.
-0 of 15 successes
[ ][Action] Magic-Drain
-The Lesser Wraith steals its Magic and Energy from others. While you probably won't be able to gain the same effectiveness it has (or at least not easily), it would only make sense to try to replicate the ability.
-Adds a new attack, which probably won't be super-effective but any success should grant free successes-or-dice to other attacks (for instance Laser). Adds a new enchanting option, to make an enchantment draw from enemies. Unlocks options for trying to buff the shield to steal Magic from anything attacking it.
-0 of 30 successes
[ ][Action] Magical Construct Analysis
-The Lesser Wraith is a life-form made entirely of Magic. While it is fairly complex, managing a simpler version shouldn't be that hard.
-Adds an option for sending a packet of energy to act as a very-long-range spell. Enables homing spells (without the Forest specifically controlling them). Enables Spells that perform basic logic without further commands on the Forest's part. Unlocks a new project to learn to create a Creature of Magic - a less energy-intensive Magical assistant commonly created and used by skilled Mages.
-6.59 of 40 successes
[ ][Action] Life Indeed (Magic Biology Research)
-Arthur Scrat has set you on the path of gaining Life Magic. You Live already, and are quite familiar with Life, but you'd like to also teach your Creatures…
-This will improve the Forest to Competent level, and teach the majority of your Creatures the basics of at least one Magic Element (typically Life).
-This gets a +30% bonus, and 1 free auto-success per turn, from your various Creatures studying this Magic on their own time. This gets a +10% bonus, and a 2nd free auto-success per turn, from Betty Grimm's study of Life Magic. This gets a +15% bonus (plus Creatures will often gain other Magics instead or in addition to Life) from your understanding of the process of gaining Magic. Cumulative: 2 auto-successes and +55% bonus.
-27.78 of 50 successes
[ ][Action] Burninator
-The Lesser Fire Salamander has Fire at (effectively) the Expert level. The Forest is only Competent, but could definitely learn to Journeyman (Journeyforest?) rank.
-Double all successes from the Lesser Fire Salamander (a fully-dedicated Connected Teacher two ranks above you), plus the odd bit of tutoring from Old Man Materson.
-This gains +0.3x2=+0.6 successes per success at Fuego! Pyrofuego! Burn!
-51.5 of 150 successes
[ ][Action] Flesh, Not of My Flesh (Magic Biology Research)
-Study Flesh, all the squishy squicky bits of all Animals. This includes muscles and ligaments and tendons and organs… and pretty much everything except Bone (and arguably skin, and probably hair and nails/claws?).
-This will raise your Flesh Magic rank to Competent. That will probably not benefit the Forest itself - aside from unlocking new projects and assisting Movement Research - but will benefit the Forest's Creatures (and Newton Village etc.) instead.
-This gets a +50% bonus from studying your Creatures plus Newton Village.
-11.18 of 50 successes
[ ][Action] Incorporate Plant <plant>
-Incorporate a plant into the Forest, at least enough to learn something from it.
-0 of 15 successes - Aranion - mostly-mundane Healing (Mammals)
-0 of 15 successes - Dandelions - permanent +5% to Grow The Forest
-0 of 15 successes - Poison Ivy - Annoying Pollen 3x effect, Lethal Pollen 1.5x effect
-Feel free to suggest other options! There are a lot of good possibilities, though few massive gamechangers, and I'll add anything approved to this list.
Survival:
Note: Manipulating the tiny bits of Fire Within every living thing grants +25% to all Survival successes. The Elder Lens Tree grants +10% to all Survival successes.
[ ][Action] Store Resources Against Future Need
-This has a +20% bonus from Technology: Farming, a +15% bonus from Vine Growth research, a +10% bonus from Managed Mycelium, and a +5% bonus from Earth Magic. Total +50%.
-Creatures may cost Resources to upkeep (in winter); Monsters usually do. Your Dire Bat costs 1 Resource per turn in Winter and can otherwise feed itself. Your Lesser Wraith costs 2 Resources per turn. Your Lesser Fire Salamander costs 1 Resource per turn except in fall (leaves!).
-191.3 stored; this will function as a spare HP pool against anything that gets through your Defense, and may be useful for other things.
-Limit of 50*(Magnitude^2). Currently 800. You may never reach the limit, but it does exist.
[ ][Action] Mining
-Dig up some Linestone for Newton Village. They owe us a Favor for every 5 successes.
-Metalworking grants +15% to all successes. Earth Magic Novice grants +15% to all successes.
-This may receive bonus successes if Let It Rain helps Newton Village through a drought (note: this usually only applies in the summer).
-3.38 of 5 successes and 4 Favors banked.
[ ][Action] Feed the Swarm (Bees)
-Every success will permanently add 1 to the maximum number of Bee Attack Successes per turn. I'm not sure why you would want more than 20 or 30 total, at least not until the Forest gets massive, but there aren't any currently-known limits on how many times you can succeed at this action.
[ ][Action] Rain and Shine
-Each time completed, grants a 1-turn +10% bonus to all Growth Successes for that turn. Costs 4 Successes (one per Magnitude of the Forest); these successes can be saved from turn to turn. Every Weather Tree (currently 1) grants +1 to this each turn.
-2.04 of 4 successes
Unavailable - severe droughts not anticipated this autumn - Let it Rain
-Grants a 1-turn +10% bonus to all Growth Successes for that turn. Can be taken multiple times, up until it fully cancels out the Drought penalty. Costs 4 Successes (one per Magnitude of the Forest); these successes can only be saved from turn to turn if a drought is ongoing, though excess will be directed elsewhere. Every Weather Tree (currently 1) grants +1 to this each turn.
-0 of 4 successes (including the Weather Tree)
Grow Unusual Lumber
-Automatically happens.
-You could contribute, though at this point the Unusual Lumber Tree will probably generate as much as you can store and sell. It generates (1 + 10% of the Active Specialized Survival Dice) Unusual Lumber, per turn, modified only by Tall Tree bonuses.
-12.67 of max=50 successes
Defense:
[ ][Action] Raise the Shield
-Use Magic to defend the Forest. Effectiveness is generally fairly high, but depends on the exact nature of the threat. (Not effective against a plague of locusts or similar - that's a Survival roll.) Like most defenses, this does little to nothing if you are not attacked.
-Gains about 12.9 (depends on Active Player Trees) automatic successes from Shield Trees. Gains +60% to all successes.
[ ][Action] Empty Veil (Void)
-Magically convince the general vicinity that you, the Forest, are not present.
-Now that you have at least one Elder Void Tree, this action seems to dampen attempts to magically analyze the Forest within, as well as slightly reducing the effectiveness of mental assaults.
-Currently requires 5 successes to activate (this will grow with Forest Magnitude). Lasts for 1 round, and gives all foes -1 to-hit against the Forest.
-Each Empty Tree gives an automatic +1 per round (if at least one Player Action or Forest Focus is on Empty Veil) toward this action (successes can be stored within a single fight or turn but not from turn to turn). Any successes that stand to be lost (end of combat, overflow, or Shield-but-not-Veil active) will be applied as 0.75 Shield successes each (from making the Shield and Forest both harder to hit).
-The Elder Empty Tree grants 1.1*1.03 * (1+3.3) <5 successes per turn, so this does not automatically succeed every turn. That said, if at least one player votes for it, the normal Empty Tree will activate, and it will auto-succeed.
-0 of 5 successes
[ ][Action] Stockpile Thorns
-Successes stockpile up to 10 times the Magnitude of the Forest. These will automatically damage hostile intruders that enter the Forest.
-31.96 of 40 stockpiled.
Growth:
Note: Your Lens Trees grant you +77.5% to Growth.
(Dam: +20% Growth to offset drought penalties for the first turn of any drought; we expect this to become less effective as the Magnitude of the Forest grows (Magnitude 5 will reduce the effectiveness somewhat; further Magnitudes unknown).)
Focus: Any Focus action directed towards Growth gains +4 auto-successes from Collector Trees.
[ ][Action] Grow the Forest
-The opportunity to grow into the charred clearing, where once the Evil Vines ruled, grants +25% to Grow the Forest until Magnitude 6. Cultivated Surroundings grant a +25% bonus to Grow the Forest until Magnitude 7.
-This has 5 autosuccesses per turn from Growth Incorporated, with modifiers as a Communication action.
-27.71 of 130 successes to Magnitude 5
[ ][Action] Grow <Treename>
-Replace <Treename> with the name of a Special Tree from the Front Page. Variable cost. You can have up to 10 Special Trees per Magnitude of the Forest.
-Shore Up Creek Banks: Grants a +25% bonus AND halves any Drought penalties, when Growing any Special Trees, until we have 30 Special Trees total (includes Speaker and Mining Trees).
-3.9 of 12 successes banked on Sensing Tree
[ ][Action] Upgrade <Treename>
-Replace <Treename> with the name of a Special Tree from the Front Page. Variable cost.
-This will upgrade a normal Special Tree to an Elder of its same type, or (when unlocked) an Elder Special Tree to an Ancient of its same type.
-8.85 of 30 successes to Upgrade Lens Tree to Elder.
[ ][Action] Widen the Cave Entrance
-Grow Roots to widen and shore up the Cave Entrance, so you can get more than just Squirrels and Moles down there.
-Your Connection fades as your Creatures delve downwards - you suspect Voidshards and/or Voidshard Dust, but have no confirmation.
-Taking place underground, this ignores light bonuses and malluses.
-9.8 of 15 successes
Offense:
Note: Study of Death Magic grants +10% to all Offense successes.
[ ][Action] Release Annoying Pollen
-Any particular target? It can be used indiscriminately; alternatively, it can be used to affect a small area via quasi-grenade clumps that will burst on impact, but can be thrown distances as needed.
-Not a very powerful attack against most foes. Unlikely to do more than annoy Humans/Elves, for example. That said, its capacity of affecting a huge area relatively cheaply could inconvenience a decent-sized army with enough work…
-Like most attacks, this does little to nothing if you have no nearby enemies.
[ ][Action] Shoot Spikes
-At what?
-This is limited to roughly 35 yards of range, at the absolute max. It can also be fired, fairly safely, inside the Forest itself.
-A decent attack; 50/50 shot of damaging a target typically. Designed for taking down animals, two-legs, monsters, and the like. Less effective against plants, but still works to a point.
-The ability to add metal-tips allows you to deal +50% damage to all targets.
-Like most attacks, this does little to nothing if you have no nearby enemies.
[ ][Action] Laser Beam
-At what?
-This is limited to roughly 1000 yards of range (125 * (4 + count(Lens Trees) + count(Wise Trees)), but can manage a bit further with steadily worsening effectiveness. Anything close to the Speaking Tree (or another outlier Tree) is counted as somewhat closer range than it actually is.
-This attack functions with a base x3 damage (x1.5 from efficient attack; x2 from Light/Darkness Negacion), multiplicative to other effects. This attack has +1 accuracy within basic range, and an additional +1 accuracy within 1/4th of basic range.
-Any sun or light bonus or mallus will apply to this Attack. Collector Trees will also apply, if a Focus of the Forest action is used. This attack does not normally work at night.
-You can choose to convert Stored Resources to Laser Beam Dice at a 1:2 ratio. You may convert as many as desired, though a Forest Consensus will be required. This works at night, and ignores any Light bonuses or malluses.
-Like most attacks, this does little to nothing if you have no nearby enemies.
[ ][Action] Blot Out The Sun
-What foe?
-This allows you to shroud any nearby enemies in partial - or complete, with enough successes - darkness. Thanks to your Light/Darkness Negacion skill, it will deal moderate damage even to, say, a Human army; additionally, it will resist supernatural sight. Additionally, it gets 2x damage (multiplicative with other modifiers) vs anything that needs Light (e.g. Vines).
[ ][Action] Light/Darkness Negacion
-What foe?
-Combine Light and Darkness, to attack your foes
-All damage doubled, stacking multiplicatively with other effects.
-This attack ignores most armor types and similar, and even has some ability to pierce Magic Resistance. Can only be resisted with Antimagic (though that isn't perfect) or resistance to Light/Darkness (or Light and Darkness).
-Tends to disrupt senses and info-gathering magic.
[ ][Action] Fuego! Pyrofuego! Burn!
-What?
-Set the vicinity on fire, and know that it is entirely your fault. Of course, this is also a highly-effective form of attack, despite being one of your personal nightmares. Extra-effective in times of drought - possibly horrifically so. Most effective vs plants, generally speaking.
[ ][Action] Icy Blast
-What?
-Freeze something. You have Ice Magic, after all! More effective when it's cold. Generally deals less damage than Light or Fire, but some enemies slow down when frozen.
[ ][Action] Ice/Fire Negacion
-What?
-Combine Ice and Fire, to attack your foes.
-All damage doubled, stacking multiplicatively with other effects.
-Will cheerfully function underwater, against Fire OR Ice Resistant foes (though not against foes resistant to BOTH Fire AND Ice), and so on.
[ ][Action] Rip and Tear
-What foe?
-This allows you to physically attack a foe. Ineffective against very fast enemies, but generally effective against Humans or anything slower. Very accurate against slower enemies. Ineffective against intangible or amorphous enemies.
[ ][Action] Telekinesis
-Telekinesis is, you will quickly find, much more effective at stopping or hindering foes than at hurting them, though you've been overcoming that recently.
-Deals only 0.7 damage per success, but deals 2.5 points of hindrance to your foes per success.
-If using TK from melee range, add +1 Accuracy. Max range is nearly a mile at this point.
Focus
Choose any four actions from the above for the Forest to focus on. These are voted upon by the entire group, and are in addition to the individual actions taken by each member.
[ ][Focus] Action Name
[ ][Focus] Action Name x2
[ ][Focus] Action Name x3
[ ][Focus] Action Name x4
These Actions will receive a number of automatic successes equal to the Magnitude of the Forest (currently 4) and any bonuses from other sources.
If you want to vote for the same action multiple times, the format is as follows:
[ ][Focus] Grow the Forest
[ ][Focus] Grow the Forest x2
…
If you want to vote for different actions, the format as as follows:
[ ][Focus] Grow the Forest
[ ][Focus] Ice/Fire Negacion
…
Automated Focus
Vote by plan; any plan needs at least 1/2 of the voters voting on AutoFocus(es) to agree on it, and any votes against an automated focus count as -1 voter agreeing on it. This can be changed whenever, but once set will just keep working until further notice.
This will automatically allocate one or more Focus Actions towards some specific, easily defined, sequence of actions. All such Focus Actions will receive a +25% bonus, multiplicative with all other modifiers. Something like "Always put 1 Focus Action towards the current Movement Research action, or finding a new one if need be" or "Always put all Focus Actions towards growing the max number of Lens Trees, then Grow the Forest; repeat forever."
The Automated Focus will be inoperative during Combat rounds; it only affects normal Turns. If something destroys the local symbiotic fungi, this feature will be lost.
A plan should look like:
[ ][AutoFocus] Growing Ents Focus
-[ ][AutoFocus] Put 1 Focus Action towards the current Movement Research action (or finding a new one if need be)
-[ ][AutoFocus] Put 1 Focus Action towards growing a Lens Tree, or if we've reached the cap, Growing the Forest
(Better plans can be devised. I'm just giving an example.)
Special Votes:
[ ][AutoFocus] None
(This adjusts any and all AutoFocus suggestions by -1 vote (total including the -0.5 to each plan from +1 to total-AutoFocus Votes). If an AutoFocus is in place, this will count as a vote to change the AutoFocus to None.)
[ ][AutoFocus] Any
(This counts as +1 vote to any suggested AutoFocus.)
[ ][AutoFocus] Retain
(This counts as a vote against changing your current AutoFocus, whatever that might be. The same rules as the None vote apply, with the amusing addition that this counts as a vote against None in the event of a Focus being in place.)
Squirrel Actions
Choose what to ask Arthur Scrat to do.
[ ][Squirrel] Explore your Forest
[ ][Squirrel] Lead the squirrel watch over your Forest
[ ][Squirrel] Lead a search-party in (write-in Direction)
[ ][Squirrel] Lead a search-party along the (east OR north OR south) path
[ ][Squirrel] Focus Tree efforts on (write-in Wildlife Type)
[ ][Squirrel] Write-in
Deer Actions
This vote will be IGNORED, and the GM will add 4 successes (bonuses apply) to categories of his choice (typically Growth, but others may apply; things that are about to finish will be prioritized), UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Deer, by all means:
[ ][Deer] Explore the Plains
[ ][Deer] Explore the Path further South
[ ][Deer] Assist with <Action Name>
[ ][Deer] Lead a search-party in (write-in Direction)
[ ][Deer] Fight <Enemy>
[ ][Deer] Write-in
Mole Actions
This vote will be IGNORED, and the GM will add +25% bonus to whichever of Growth or Survival will better benefit, UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Moles, by all means:
[ ][Moles] Build Tunnels (from where? To where?)
[ ][Moles] Widen the Cave Entrance (8 dice)
[ ][Moles] Mining for Linestone (8 dice)
[ ][Moles] Undermine Hostile Roots (which?)
[ ][Moles] Write-in
Beaver Actions
This vote will be IGNORED, and the GM will add +3 automatic successes (including bonuses) to upgrading a Special Tree, UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Beavers, by all means:
[ ][Beavers] Chew Hostile Plants (which?)
[ ][Beavers] Explore Up/Down-stream
[ ][Beavers] Flood the Valley (why?)
[ ][Beavers] Write-in
Bee Actions
This vote will be IGNORED, and the GM will add +5 automatic successes across any combination of Research and Growth actions, UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Bees, by all means:
[ ][Bees] Attack Enemy (which?)
-You lack sufficient bees to have more than 5+21.96=26.96 successes/turn (before multipliers).
-By using your superior intellect to carefully target weak points and time your attacks, this action gains bonuses from Wise and/or Clever Trees as if it were a Research action.
[ ][Bees] Search the Skies
-Bees see the world oddly, but reasonably well in their own way. You could search a great deal of your surroundings rapidly.
-The downside is that you would take some Bee losses to birds and such, unless you Trees put significant effort into defending them, that turn.
[ ][Bees] Search the Ground
-Bees' eyes are a masterpiece, capable of seeing effectively while moving faster than any other creature that you've encountered. They could search a good deal of terrain in fairly little time. While this wouldn't be as effective as asking them to search the skies, it would be considerably safer for them.
[ ][Bees] Write-in
Ant Actions
This vote will be IGNORED, and the GM will reroll (keeping the best total result) your two most underperforming actions (that is, expected-successes minus actual-successes; this is targeting "the actions where Ants are most likely to make the biggest difference"), UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Ants, by all means:
[ ][Ants] Attack Enemy (which?)
[ ][Ants] Assist two specific Projects (which?)
-Grants rerolls to those specific projects; will grant extra rerolls and/or automatic successes if applied to a project with relatively few dice.
[ ][Ants] Keep our Creatures Clean
-Kills off pests (like ticks) that try to live on your Creatures. Unknown effects, but it would probably be appreciated at some point.
[ ][Ants] Keep our Village Clean
-Kills off pests that live in Newton Village. You should probably clear it with them first… Unknown effects, but it would maybe be appreciated at some point?
[ ][Ants] Death to Pests
-Applies a +25% Growth bonus for one turn.
[ ][Ants] Write-in
Wolf Actions
This vote will be IGNORED, and the GM will have the Wolves add 4 successes across Communications projects, UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Wolves, by all means:
[ ][Wolves] Attack Enemy (which?)
[ ][Wolves] Tracking
-Wolf noses are nothing to sneeze at. They can track a squirrel over bare rock for hours without issue. Anything that leaves scents can be hunted down and located, or even dragged back to the Forest, by the Wolves.
[ ][Wolves] Exploration <which direction?>
[ ][Wolves] Hunting Alone
[ ][Wolves] Hunting with Newton Village
[ ][Wolves] Write-in
Corvid Actions
This vote will be IGNORED, and the GM will have the Corvids help the Forest improve its Weather Manipulation, UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Corvids, by all means:
[ ][Corvids] Weather Analysis (9 dice)
[ ][Corvids] Scout (which direction?)
[ ][Corvids] Gossip with other Corvids (about what?)
[ ][Corvids] Invite immigrants
-If successful, permanently increase the effectiveness of your Corvids. May require the Forest to supply a steady supply of Resources to keep them fed, or risk them leaving again.
[ ][Corvids] Attack an Enemy
-Harassers, very intelligent harassers. Not frontline fighters. Could drop small things on enemy heads.
[ ][Corvids] Contribute to a project
-I'll decide how much progress they will make, depending on the Action, but generally 4-10 dice.
[ ][Corvids] Write-in
Bear Actions
Vote for an action for the Bears. They do not yet have a default action:
[ ][Bears] Scout (which direction?)
[ ][Bears] Portal hunt (which direction?)
[ ][Bears] Enhance Growth
-Grants +4 Growth successes, with Growth Modifiers taking effect, across various nearly-complete projects.
[ ][Bears] Attack an Enemy
-Surprisingly fast in bursts, and incredibly strong. Strong enough to wrestle with the smaller Trees and win!
[ ][Bears] Write-in
Dire Bat Actions
Locked in: Scouting.
GM will owe you an upgraded area map on turn 27.
Note that the Dire Bat is fairly weak physically on an objective scale, but still significantly tougher and stronger - if less nimble - than your Corvids. Only Monsters or those with Minds are likely to be a direct threat.
Lesser Wraith Actions
Vote for an action for the Lesser Wraith. It does not yet have a default action.
[ ][Lesser Wraith] Write-in
Lesser Fire Salamander
This vote will be IGNORED, and the GM will have the Lesser Fire Salamander teach Fire Magic to the Forest (+5 autosuccesses per turn) (after that, it will try learning Ice and Ice/Fire from you), UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Lesser Fire Salamander, by all means:
[ ][Lesser Fire Salamander] Scout (which direction?)
[ ][Lesser Fire Salamander] Attack an Enemy
-Not great in a straight fight, but lots and lots of Fire is enough to defeat a lot of foes.
[ ][Lesser Fire Salamander] Warm Newton Village
-Makes sense in Winter, or the immediately adjacent Spring and Fall months.
[ ][Lesser Fire Salamander] Burn Something (what?)
[ ][Lesser Fire Salamander] Write-in
Speaker Actions
Vote for two actions for Ben and Betty Grimm, Speakers for the Forest. You may vote twice. By default (less than ¼ of Action votes), they will add a +50% bonus to the top 2 Actions in (Communication OR Research OR Survival). They also typically do some personal training and keep up with their chores around Newton Village - even with Magic, the farmer's life is still a lot of work. But you can always specify a project:
[ ][Speaker] Represent the Forest
-To some Humans or Elves, presumably? If so, which? Also, if it's anyone a ways away, you should probably give them some adult guards (or a Bear or three?)...
[ ][Speaker] Further Focus
-They can effectively give the Forest +1 Focus action, by personal effort plus directing the many less-awake Trees that make up the bulk of the Forest.
[ ][Speaker] Personal Training: (what?)
-You can ask them to fully focus on improving one of their own abilities… potentially even things they're not thrilled to have to practice ("like Math" -Betty; "like Fashion" -Ben; "ugh" -both).
[ ][Speaker] Magically Assist Newton Village
-Help the Village. This would be appreciated if the Village were in a time of great need (and the need wasn't, for example, Defense or Food such that the Forest could better supply the result directly), but nobody expects this on a regular basis.
[ ][Speaker] Write-in
Herbalist
Marta Yarrow the Herbalist is currently obsessed with understanding how you Trees grow, and will contribute 10 auto-successes to Analyze Special Tree Growth until it is done.
Extraordinary events may slightly reduce this bonus.
You should be able to ask her to help with specific projects afterwards. Unless she decides to obsess on one project again…
How do you want TreeQuest to format the Vote Categories and Spoilers?
[ ][Format] No Spoilers
[ ][Format] Two Big Spoilers (Actions plus Focus, Allies)
[ ][Format] One Spoiler per Bolded Category
A group of Lumberjacks are heading towards The Forest, from Andrewsburg. They are explicitly intending to "Steal valuables from the Mage who created that fancy wood." They are weak compared to the Forest, but not to the point that you can just ignore them… or can you?
[ ][Lumberjacks] Try to talk them out of it - divulge your sapience, appeal to their better instincts… and offer them a trade.
[ ][Lumberjacks] Call in a favor from Newton Village to handle them.
[ ][Lumberjacks] Put up a Shield and let them bounce off of it. (If they ever find you past the still-active Empty Veil.)
[ ][Lumberjacks] Have an army of Magic Squirrels defeat them. (Generally, confuse and annoy them until they leave.)
[ ][Lumberjacks] Fight them.
-[ ][Lumberjacks] Spare as many as you can.
-[ ][Lumberjacks] Leave no witnesses.
If the top-winning selection fails, the Forest will default to the second-favorite option, and so on. The Forest will not be obviously stupid, unless you get a truly terrible common-sense roll.
[X][Action] Try to design a Tree using Light/Darkness Negacion to turn the surrounding darkness into light, ideally as a source of light for a nearby Lens Tree. (Write-in)
[X][Focus] Void Forest
[X][Focus] Monster Energy
[X][Focus] Lethal Pollen
[X][Focus] Burninator
[X][Focus] Life Indeed (Magic Biology Research)
[X][Squirrel] Life Indeed, overflow to Burninator
[X][Bears] Enhance Growth
[X][Lesser Wraith] Assist with Monster Energy
[X][Format] Two Big Spoilers (Actions plus Focus, Allies)
[X][Lumberjacks] Put up a Shield and let them bounce off of it. (If they ever find you past the still-active Empty Veil.)
[X][Action] Raise the Shield
[X][Lumberjacks] Put up a Shield and let them bounce off of it. (If they ever find you past the still-active Empty Veil.)
Neat, seer tree kicked in. Anyways my best guess is ether an underground missile silo or a reference to us primarily wielding fire/light magic as our defence.
Huh. Apparently I made it all the way to the ant colony. Kind of surprised, there. Cool, though.
So, serious question: Should I introduce myself, or the whole forest, to the Thinking Ants? I don't want to break stealth unilaterally, since they're close enough they could actually affect us, or could start telling other people about the Forest. This should be something the rest of you get input on, even if you can't directly help.
Also, one of our bear pals is now Death Bear, the Bear That Kills With a Touch. That's sort of alarming, although useful.
Glad that combat didn't take very long, lets me take some time for a fun side-action before (hopefully) getting back to movement research.
[X][Action] Attempt to strengthen friendship with and learn more about Marta Yarrow the Herbalist by offering to serve as assistant for the project she's working on.
-[X] Why of course this isn't also a means to secretly gain insight into if there might be some mystery motive that might be driving her and otherwise spy on her out in the open. I have no idea what you're talking about! Why would you ever think such a thing?
[X][Focus] Feed the Swarm (Bees)
[X][Focus] Reach Out to Minds
[X][Focus] Monster Energy (Magic Biology Research) (Biology Research) (Magic) (Magic Research)
[X][Focus] Void Forest (Magic) (Void)
[X][AutoFocus] No AutoFocus
[X][Squirrel] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Deer] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Moles] Dig a Tunnel from Forest to Newton Village
[X][Beavers] Learn Water Magic
[X][Bees] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Ants] Keep our Creatures Clean
[X][Wolves] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Corvids] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Bears] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Lesser Wraith] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Lesser Fire Salamander] Make friends with Marta Yarrow.
[X][Speaker] Learn the ins and outs of being a Speaker
[X][Speaker] Learn the ins and outs of being a Speaker x2
[X][Format] Two Big Spoilers (Actions plus Focus, Allies)
[X][Lumberjacks] Put up a Shield and let them bounce off of it. (If they ever find you past the still-active Empty Veil.)
One Tree attempted to seek out Shadow-Spinners to Connect to. This $ucc33434!@#$%^&*()... You aren't completely certain, but it seems the Tree in question nearly died at some point, and only fought off a mental attack due to considerable age and experience. That said, there appears to be a small nest of Shadow-Spinners about 15 miles to the NWW of the Forest - thankfully far from any with Minds.
Additionally, it must be noted that the Forest has quite carefully checked the Tree which attempted to Connect to Shadow-Spinners. It appears to be - after a modest bit of recovery - unharmed by the experience. It also appears that the Empty Veil has a slight but noticeable dampening effect on mental assaults, which could prove quite useful in the future…
That said, I think I'm going to be a touch more cautious this turn...
[X][Action] Investigate the Shadow Spinner Colony, and in particular how the mental attack happened. I definitely want to Connect them to the Forest but I'd prefer it if I can avoid getting my 'head' bashed in in the process. Either physically, in whatever form that manifests for a thinking tree, or mentally.
Okay, Shadow Spinners are hooked in to SOMETHING nasty it looks like. I wonder if all of the stronger, meaner monsters are like that? A closer connection to whatever Malicious source drives monsterdom? Definitely means we need to be cautious in poking at them.
Now, I have designed Defender Ents, but I need to convince some Growth trees to Grow one. Maybe by suggesting that it would be great to scare off the lumberjacks with? Just have the Defender Ent show up at the edge of the forest and stare at them, menacingly, while holding a very large axe?
[X][Action] Store Resources Against Future Need
[X][Focus] Stockpile Thorns
[X][Focus] Mining
[X][Moles] Mining for Linestone (8 dice)
[X][Squirrel] Lead the squirrel watch over your Forest
[X][AutoFocus] Tree Maintenance
-[X][AutoFocus] Put 1 Focus Action towards growing a Lens Tree until completion and then a Wise Tree until we've reached the cap for both
The Mushroom Tree continued working on finding interesting rock samples or other such things via its Mushroom network. While no breakthroughs were made, it was effective enough at Mining, and got the Forest a 4th Favor from Newton Village. They are going to have to figure out a way to start paying those off, huh? (+2 successes)
Mighty mushrooms mining is incorrect. Intent is IMPROVING mining. Make mightier mining equipment to expedite excavation and sample surveys to source valuable veins.
Before: blindly blundering below.
After:
-analysts are able to research resource ratios and pinpoint places to plunder
-mining moguls mine more favor from fewer feedlines, and faster
[X][Action] Mining Mushrooms Manifold: grow the mining portion of the fungal network and infrastructure for separating out samples of any interesting minerals that it might find for the researches to poke at.
[X][AutoFocus] Any
Spiteful Sporing: grow spores to combine into annoying pollen and encourage fungal growth. it won't help right away but victims invaders can "enjoy" a wild proliferation of fungal infections, fungal blooms, etc.
Mouldy Mining: use the fungal network to survey what sort of minerals and materials are available
Mining Mushrooms: grow the portion of the fungal network dedicated to extracting minerals from the ground
Spy Shrooms: fungi as a spy network. Did you know some can hear? They grow towards the sound of water
More Mycelium: grow more symbiotic fungi
Humans' Hyphae Highway: grow an underground system of roots and fungi to the human village to reduce the distance penalties for working there
Slime Servitors: grow mindless mobile molds that are powered and piloted by a fungal umbilical chord back to the trees
Magic Mushrooms Multiplication: hypertrophy heaps of hallucinogens
Magical Mushrooms: store spellpower in shrooms
Might Morphin' Mushrooms: Make Massive Mushroom Monsters
Mining Mushrooms Manifold: grow the mining portion of the fungal network and infrastructure for separating out samples of any interesting minerals that it might find for the researches to poke at.
[X][Action] Research Vine Shield-Piercing (Magic Research)
[X][Focus] Feed the Swarm (Bees)
[X][Focus] Reach Out to Minds
[X][Focus] Monster Energy (Magic Biology Research) (Biology Research) (Magic) (Magic Research)
[X][Focus] Void Forest (Magic) (Void)
[X][Squirrel] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Deer] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Moles] Dig a Tunnel from Forest to Newton Village
[X][Beavers] Learn Water Magic
[X][Bees] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Ants] Keep our Creatures Clean
[X][Wolves] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Corvids] Scout the Group of Dozen Minds to the East and their hostile pursuers.
[X][Bears] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Lesser Wraith] Sneak up on the Lumberjacks during the night and give them a good scare to drive them away.
[X][Lesser Fire Salamander] Make friends with Marta Yarrow.
[X][Speaker] Learn the ins and outs of being a Speaker
[X][Speaker] Learn the ins and outs of being a Speaker x2