Does anyone know a great song for a retired old badass warrior?
I don't think I want to pick Technoblade's War Ballad; awesome as it is, it's a bit too sad.
Does someone know, say, an upbeat Old Ben Kenobi tribute?
Ice/Fire Negacion seems like it works nicely with an Avatar Theme remix. And, of course, I've been looking for an opportunity to use Battle Against A True Hero, and the rolls worked beautifully.
Addendum: If Arthur Scrat had rolled marginally worse, he'd have gotten Movement and started flying and changing velocity on a dime - with a possible future as Squirrel-Accelerator. If he'd rolled a maximal crit, he might have gotten Determination, or perhaps Heroism, or... I'm not sure I'd want to give him Time, but maybe.
Does anyone know a great song for a retired old badass warrior?
I don't think I want to pick Technoblade's War Ballad; awesome as it is, it's a bit too sad.
Does someone know, say, an upbeat Old Ben Kenobi tribute?
Ice/Fire Negacion seems like it works nicely with an Avatar Theme remix. And, of course, I've been looking for an opportunity to use Battle Against A True Hero, and the rolls worked beautifully.
Addendum: If Arthur Scrat had rolled marginally worse, he'd have gotten Movement and started flying and changing velocity on a dime - with a possible future as Squirrel-Accelerator. If he'd rolled a maximal crit, he might have gotten Determination, or perhaps Heroism, or... I'm not sure I'd want to give him Time, but maybe.
Focus:
4+2=6 automatic successes into Memorize Portal Perceptions (Magic Research)
4+3=7 automatic successes into Move a Shield Tree to Newton Village
4+3=7 x2=14 automatic successes into Upgrade Shield Tree to Elder
Razzocnor 2d -> GM override: Assist Arthur Scrat. 1 success.
(Dice were well above average, if inconsistently so. Though remarkably even on the 14/12/12. Write-ins… Had a near-maximal critfail, but also the series of rolls that Arthur Scrat had. And the pair of rolls that saw an Ocumort die with nowhere near enough damage taken.)
Write-ins:
Prime 2.0, "Work on Communication Nuts."
Svn0One, "Work on Communication Nuts."
Nigerian Duck, "You have bones. You can make weapons, spikes, stuff! Do something to help out the battle effort, you quivering son of a twig."
Tarumath, "Try to grow hollow hard-shelled fruits filled with water preloaded with an Ice-Fire spell (Write-in)."
mastigos, "Spiteful Sporing: grow spores near the portal and encourage fungal growth on the other side. it won't help right now but these invaders can "enjoy" a wild proliferation of fungal infections, fungal blooms, etc. on the other side of the portal in the days and weeks after the invasion."
kinglugia, "Research combining the principles of Ice-Fire Negacion with Fire Within. -[X] Destructive testing on the invading monsters, especially those already in Newton Village."
Special:
Space Jawa, "Ents To The Rescue!" 1d2=2
Ylamona, "Ents To The Rescue!" Preparing for Movement upgrade; 0-1 rounds. 1d2-1=0. Free usage of "Rip and Tear."
Fabricati, "Ents To The Rescue!" 1d2=1
Notes:
BelligerentGnu, "Smash any enemies of the forest with telekinesis if any are within range. If not, continue work on increasing range." Counts as TK, since they are in range.
Phigment, "Rip and Tear -[X] First priority is protecting any villagers or Arthur Scrat, then thumping the snakes." Keeping the snakes from crushing the villagers is a good first priority. Rip and Tear action logged. I'll give you a write-in style die-roll (oh, that's a good roll) for secondary effects.
ConfusedPotato, "Memorize Portal Perceptions (Magic Research): Move closer to the damn things, for better analysis of the energies. If we can stick a limb in before it goes away even better." Counts as simply 'Memorize Portal Perceptions (Magic Research),' since they're gone too quickly to reach.
RandyTrevelyan, "Research Light/Darkness Negacion -[X] Destructive Testing on flaming dogs."
Arthur Scrat: Heroism.
Bees: Attack the Dire Bats!
Ants: Moving to the battlefield (and avoiding the falling river of fire).
All other Creatures: Sick.
Trees on the battlefield:
Player: Phigment and Ylamona. Fabricati, Razzocnor, Nigerian Duck, and Space Jawa will all be present in Round 2 (and have close range this round).
Special: Speaking Tree, Elder Shield Tree.
Turn 23 Combat start Results
As the attack began, the Forest immediately started analyzing the attackers (8.4 successes). The Communication-focused Trees also began sharing information with Newton Village. Between your own considerable observations and analyses, and information lifted from the reactions and thoughts of the members of Newton Village, you have learned:
The giant snakes are Ocumorts. To meet their gaze is to die - though, obviously, the Forest was immune (lacking eyes) even before these two Ocumorts lost that power (now also lacking eyes). They are not poisonous, but are strong and good constrictors, though this loses effectiveness the larger the Ocumort (and these are nearly four feet in diameter), and have potent enough stomach acid to be willing to devour foes alive if the opportunity presents itself (this growing only more potent with size). Their eyes are often considered major weapons of war, or even of mass-destruction; the rest of their powers, while considerable, are much less daunting. A Tree that expects their strength should be able to kill one in melee combat easily enough - but would be wise to fight them one at a time. They are not very tough for their size - but their size is considerable. Only 2 are present; both blinded by the Forest's recent actions.
The fiery dogs are Hellhounds. As you expected, they are immune to Fire and resistant to low levels of Ice. Their flames tend to devour Magic somewhat, which you quickly discover when you try to block them with Shields and find the Shields' power draining rapidly - best not try to block them for more than an instant. There are legends that those they kill are henceforth beyond Resurrection, but hardly anyone in this era is capable of True Resurrection in the first place, so the legends are hard to confirm or deny. Physically, they are only modestly stronger and tougher than a typical Wolf, but are hard to hit thanks to their Fire tending to burn away attacks (and attackers). If their Fire were countered, they would only be modestly more dangerous than a typical Wolf - but countering their Fire is no easy task. There are 4 on the battlefield.
The incorporeal things are Lesser Wraiths. They are probably not actually the spirits of unquiet dead, but rather Monsters made to look as such to be extra terrifying. They cannot be damaged with physical attacks - as, after all, they are effectively living beings made entirely of Magic. These particular Lesser Wraiths are also, curiously enough, seemingly resistant to Light damage. All of that said, in general, if you can bypass their resistances, they die fairly easily. Also, they are (thankfully) fairly slow at draining a target's energy (their only method of attack, aside from a rather weak point-blank-range telekinesis). These seem a good first target for the Forest's Magic attacks. There are 8 Lesser Wraiths present.
And, finally, the multitude of flying things are Dire Bats. They die to any meaningful damage, and take a while to do more than modest damage to a skilled warrior, but are generally considered fairly hard to hit. Incredibly weak individually, these Monsters are never seen in a swarm of less than five; there are 63 on the battlefield now (after the Forest shot one down last round). Your Corvids have used tactics similar to theirs before, actually - but with less "monstrous strength" and more "sharp beak."
You've noticed - barely - that 4 of the Dire Bats have some potent poison dripping from their claws. You keep a particularly close eye on those…
Your Communication-focused Trees put significant effort into coordinating your response and that of Newton Village, and have had considerable success. Newton Village has only very rarely been invaded before, and never with this vast an attack launched from such an unexpected direction, but its people will fight with skill and coordination, unhindered by the darkness and flames, despite still blinking sleep from their eyes. (8.1 successes)
The Forest made no attempt to coordinate the Traders or Herbalist, but will attempt to protect them with Shields if necessary. You note that the Herbalist was staying with the Yuadores (she had been helping Mrs. Yuadore through the late stages of pregnancy). The other five Traders, being too numerous for any house to take in, had turned their cart and some canvas into a decent makeshift shelter, which was possibly more comfortable than the actual houses in this dry heat. Finally, Old Man Materson had often been staying with the Miller clan, just in case the village was attacked at night, and tonight was no exception. Violet Miller, the second-born child, was on watch - not expected to fight, but expected to very quickly wake everyone - which she did, though you Trees were mostly faster.
The Forest had no luck trying to disorient foes, but didn't put much effort into it, being more concerned with coordinating Newton Village and other matters. The Forest also made no attempt at putting Thorns in the path of the invaders - which does make logical sense, as the thorns would have only moderately delayed any of the current foes (unless the Thorns were grown overhead… Which some of them probably could have been… Hmm…).
A quarter of the efforts of the Forest, and a significant chunk of the individual Trees' attention, fixed itself upon the Portals and the lingering traces and impressions of their Magic. Memorizing the local coordinates of the four far-away Portals was simple enough, and the Forest will later be able to find all four of them with a modicum of effort - your Creatures will probably have to do the search, and will probably have to check several acres of space per portal, but the Squirrels by themselves can comb an acre in a few hours without difficulty. You've memorized the local coordinates of the three earlier portals for good measure, though you doubt that will be important.
From what you felt through the Portals, back in the instants they had been open… You are almost certain that there was a vast space, with much Earth* in all directions. Tons of Malice, of course, and layers of Magic everywhere. Many, many things - strange things, all touched and woven with Malice - but many things that were living, and some that you thought were perhaps undead. All? Most? Had Souls, and many had Minds. Some Ancient Technology was present - including things keeping the ceiling solid and stable. And, strangest of all, your Light affinity felt the distant touch of Sunlight, remote yet present, perhaps half a mile up. You are almost certain that the Earth* ends long before the Sunlight begins…
* (Earth, in this particular context, is dirt/soil/earth/stone, not the planet.)
…You could learn a lot more if you had a Magnetic sense, couldn't you? And perhaps something for really detailed analyses of Gravity?
But Magic. That, you have a good sense for. And you got a good look at the Portals themselves. You don't understand them - they were warping the fabric of- But there's nothing there to warp? They were telling some tiny dots to change direction- But you couldn't see the dots, and still can't; too small? They were- It made your Minds ache, trying to comprehend their effects. But one thing is clear: one of the two Trees working on Communications Nuts made a breakthrough, and understood (sort-of) some of the way the Portals were forcing two locations to count as one.
(26.4 successes. Portal locations memorized. Information on the far side obtained. Major blocker for Portal research cleared. Further blocker identified? Further ideas for Elder Sensing Tree gained.)
The Forest stored many more Resources, hastily preparing for both upcoming expenditures and any attacks that bypass the Shield. (+11.9 Resources)
Several Trees assisted Newton Village and Arthur Scrat, and both had a fair bit of success. (3.75 successes to assist Newton Village; 5.0 successes to assist Arthur Scrat.)
One of the Forest's three Shield Trees picked up its Roots and started running, as hardly ever had a Tree before, and five other Trees joined it. The Will of the Forest propelled them along, and they would need only a single round to reach Newton Village, getting in short range partway through this round and free to engage physically on the next. One of the five, actually, had been specifically trying to get good at personal Movement, and was close to a major breakthrough - and that Tree was in melee range in time to help the Speaking Tree and the Unpredictable Tree fight a pair of very large and very angry snakes.
But during the Shield Tree's journey, the Forest put half its collective effort, and a decent bit of individual effort, to Upgrade that Shield Tree to an Elder Shield Tree. No Special Tree had become an Elder before this, and the Forest felt a moment of joy, even amidst the desperate struggle. There was significant effort to spare, even - enough to start the second Shield Tree on the path towards Elder.
Buoyed by an Elder Shield Tree, the Shield shone stronger than ever before (21.63 successes; prior best was 14.3 successes). (The Elder Shield sent over four times as much power to the Shield as a basic Shield Tree, and got twice the percentage bonus to boot.) The majority of this power, in practice, was spent protecting Newton Village - though the Forest kept a chunk in reserve to make sure no surprise-attack could destroy it. (Free survival/wounding rerolls, triggering on any significant wound, for all Newton Village inhabitants. You need to retain a minimum of 4 Shield to defend against the Fire, even after x8 Fire Resistance modifier, and cannot effectively project more than 2/3rds to Newton Village in any case.)
Those preparing to fight were: Ben Grimm the younger, Ben Grimm the older, Mr. Tavish, Mr. Matthew Miller, Gustav Miller, Old Man Materson, and all five Traders. The Traders are, specifically: Vetch Knoll their leader, Dave Greengrass his second-in-command, Nat Greengrass Dave's son (who is only thirteen and doesn't really know what he's doing; he's also the one who thought he might have Fire Magic), Ron Brown the strongest and hungriest, and Ian "The Grammarian" Gram (who sometimes read a dictionary to pass the time, and knew Old Elven Morse). Eleven in total.
Those preparing to shelter in their respective houses were: Mrs. Beth Grimm, Betty Grimm (who did prepare a couple of spells to lob through a window), Annabeth Tavish (arguably only to keep her little brothers safe and inside), Cay Tavish and Ed Tavish, Granny Miller, Mrs. Charlotte Miller, Violet and Edmund and Elanore Millers, Mr. Abraham Yuadore (to have someone guaranteed combat-capable in the house), Mrs. Naomi Yuadore, Newt and Josie Yuadore, and Marta Yarrow the Herbalist (or so you assume unless and until she decides to head out into the fight). Fifteen in total.
Little needed moved into place. Everyone needed to make sure their doors were barred - and the Grimms nearly forget for a moment - but the Monsters, despite attacking suddenly, took perhaps half-a-dozen seconds to look around Newton Village, and combined with the Forest's wake-up-call and Shields, that was (barely) enough to get all the defenders basically into place.
The moment the Lesser Wraiths get their bearings, most of them (6 of 8) start to head towards anyone that seems vulnerable - specifically, those taking shelter in a house.
Two Lesser Wraiths - and you're guessing that Betty accidentally made them think she was weak, by doing something with Linestone that took her breath away for a moment - target the Grimms. Those two die the moment she gets a good look at them, but she also knocks herself unconscious, throwing all her current energy and everything she'd saved up in Linestone into a desperate flailing spell.
Two more target the Millers - who have as many people in their house as any (tied with Yuadores at this time actually). One each target the Tavishes and the Yuadores.
The Forest manages enough Ice/Fire to take down two of those four Lesser Wraiths, and chooses to take down the pair of lone attackers, and hope the Millers can endure for a few minutes. Unfortunately, the attack is launched as the Wraiths phase through the Tavish and Yuadore houses. The Yuadore's door is now smoking cold wood-dust, a most unpleasant sight. Worse: the second blast nearly hit Cay Tavish. The poor boy's bed is definitely a lost cause - frozen and burning both at once, and his hair is now smoking cold hair-bits. The Forest has just a moment of utter remorse at traumatizing the poor boy-
"DO YOU SEE MY BED?!? It's smokingand frozen white!!! THAT'S SO COOL!!!"
"Cay," his older sister Annabeth says with a bit of worry, "Your hair is on fire. Stand still so I can put it out."
"IS IT!?! WOAH!!!" He touches his head, and white fragments come back, with cold flames licking about his hand. "COOLEST THING EVER!!! … But I can't see it. No fair."
As his sister moves to put out his hair, his older brother Ed suddenly asks, "Forest? Can he have a super-fire-ice mirror?"
"Don't you dare," hisses Annabeth, as Cay starts grinning again. Then is disappointed when no mirror materializes.
Hopefully the Millers will be alright…
The Ocumorts are giant, incredibly massive threats - and tangling, felt by all but unseen by the Traders in the gloom, with something bigger than themselves. All three Trees that could make it into melee range in this round work together to try to distract and disable the two blinded giant snakes. While the first snake makes life difficult for the Speaking Tree, the Unpredictable Tree gets a hold of its tail, and hauls. The Unpredictable Tree feels its bark pop in half-a-dozen places, and heart-wood groan throughout - but the first Ocumort leaves the ground. The strength of a thinking Tree proves enough to wield it, for one mighty swing, as a flail. And, as luck or skill would have it, the other Ocumort was directly in the way of the swing, and is now quite disoriented.
Stunned and blinded and hurting, the first Ocumort wraps its entire body around the Unpredictable Tree, and in a fit of maddened stupidity, refuses to let go no matter what. Well, being no fool and refusing to pass up on an opportunity like that, the Movement-Tree-to-be takes a limb, and with a carefully set-up blow, caves in the first Ocumort's skull. One down. (Note: You rolled nowhere near enough damage to kill this thing, but got fantastic secondary rolls while the first Ocumort got a critfail.)
There is considerable collateral damage, but only to property that can be replaced. Well, and one very unfortunate chicken; alas.
There are a lot of Dire Bats flitting about - they seem designed to distract, more than attack directly. The Traders focus on them. Vetch Knoll, their leader, keeps them in formation, backs to the wall of the Grimms' house, and he has his head on straight enough to ensure they mostly land the occasional blow - despite the Dire Bats' great evasion. Three Dire Bats fall, and a dozen-odd more are focusing on them.
Mr. Tavish takes refuge in a corner, and the Millers guard him for the half-minute it takes for him to Will and Think and Cast the spell he'd been working on. A dozen Dire Bats fall to the ground, and the two Millers rush out to stab and slash them before returning to guarding Mr. Tavish - as he takes a moment to breathe and winds up for the next spell.
A droning noise overhead announces the arrival of more Bees than any of Newton Village have ever before seen in one place. With coordinated, grim, unshakeable determination, the Bees target whatever Dire Bat they can get a good chance to attack, and slowly, over the minutes, take down nine of the things. The Bees are apparently mostly below the notice of any Dire Bat that they're not currently ganging up on, which is good news. You suspect someone or something has blunted the Dire Bats' pack instincts, perhaps as part of giving them specific overriding compulsions for who and what to attack…
You spend quite a bit of the Shield - only a tiny bit here or there, but it adds up - keeping the Dire Bats from dealing more damage to the defenders. And, even so, several defenders take minor wounds - scrapes and bruises and shallow cuts. Mr. Matthew Miller has a gash over one eye that makes it a bit difficult to see - though the Forest helps him compensate for that to an extent.
With your help, the defenders are whittling through the Dire Bats' numbers, if slowly. They are dealing far more damage than they are taking. But they are also being distracted, as are you - and you have the horrible feeling that, whatever else you may have derailed, the Dire Bat fight is just as your Foe planned.
For it is the Hellhounds that are - barring the Ocumorts' eyes - the most dangerous part of the invasion. And the moment you try to Shield against their Fire, you feel a terrible drain set in. Their Fire can feed on the Magic of your Shields, and even your skill with Ice/Fire is insufficient to more than slow it down.
One Hellhound runs to the lightly-singed Yuadores' house, and pushes at the doorway. The doorway bursts into flames in an instant, and in moments, the doorway begins to crumple inwards.
At the same time, another tries the same towards the Traders, but the Bens team up to distract it. They can't land a decent blow, but they think they can keep it at bay. Then a Dire Bat hits Ben senior from behind, and the Hellhound lunges for his throat- And the Forest spends a chunk of Shield to deflect the Hellhound back, and Mr. Grimm stumbles back and recovers.
Every unengaged Dire Bat swarms Old Man Materson at once, seemingly as a distraction for two Hellhounds lunging at him. But you know full well that the true threat - as ironic as it seems when Hellhounds are in play - is the duo of poison-clawed Dire Bats swooping down from above. If it weren't for your help, Materson would probably die here - but you are here. One Tree wields Telekinesis in anger, and manages to break a key joint in one of the two dangerous Dire Bats' wings. The other poison-wielding Dire Bat swoops in to claw at the nape of Materson's neck - and suddenly gets a facefull of very angry Squirrel. Arthur Scrat, running with the strength of the Forest in his limbs, kills the Dire Bat with his Ice Sword, not taking so much as a scratch, but still staggers slightly afterwards - from exhaustion.
Old Man Materson, slightly battered by the many other Dire Bats, focuses his Will, and- And tears the Fire from one Hellhound, shaping it into a whip that bisects the two unaccounted-for Lesser Wraiths.
The other Hellhound yelps and darts around a corner. You can't blame it; you couldn't control the Hellhounds' fire; you'd tried!
But in your moment of shock, that second Hellhound darts around and lunges at the much-less-scary group of Traders. They don't have a good counter - and Nat, the poor kid, isn't used to combat, and bashes his own hand with his sling, nearly breaking the hand, at the worst time possible. The Hellhound lunges - and you find that you are almost out of Shield power. Do you defend this kid you barely know, or the Yuadore family you are coming to love? You can't do both-
And, propelled by some inner instinct, the Hellhound checks itself and goes into a tumble. Arthur Scrat barely misses a flying leap that would have sent his ice-sword through the Hellhound's spine. He hadn't stopped hunting after killing a Dire Bat, and with his prompting the Forest intervenes to save the Yuadores.
As that Hellhound bursts through the door, it lets out a blast of Fire - but the Forest's Shields turn it, barely protecting all within the house.
There aren't any defenders close enough to the Yuadores to intervene, but Mr. Yuadore stayed home for just that reason, and he thrusts his sword at the Hellhound, only to see the sword start to melt. A smaller blast of fire forces Mr. Yuadore to jump back, giving ground. Slowly he is forced back, as the house starts to burn, until he hits the back wall - and then Marta Yarrow the Herbalist finishes digging around in one of her bags, pulls out a small white container, and throws it at the Hellhound. By luck or skill, the phial hits the Hellhound's face and shatters - and suddenly the whole house is coated with a tin layer of ice. In the epicenter, the Hellhound is now a frozen statue, immobile. Mr. Yuadore gives it a whack just in case - which breaks his poor, heated and flash-frozen sword, alas - but the Hellhound shatters.
"Well, that was worth buying a chip of ice from the top of one of the White-Ridge Mountains for," the Herbalist comments.
Meanwhile, Arthur Scrat has been fighting a Hellhound. He is up against a much larger, much stronger, very slightly slower, extremely dangerous Magical opponent. He dodges, and dodges, and dodges again, but can't just run or the Hellhound will turn back to the Traders - and the Dire Bats are swarming with renewed force, keeping them from retaliating. Arthur Scrat and the Forest both know that he will have to dodge for perhaps fifteen to thirty seconds for Old Man Materson to come to his rescue.
And the Squirrel wants everyone to live, for none of his friends or his kind to have to die. He'd seen how the Forest worked to save every last Squirrel from the plague. He'd seen how his Forest had held on to a dying fawn, and somehow brought back a fading Life with nothing more than determination and Magic. He had felt the Life that spread from his Forest, and he wasn't jaded enough to stop believing good things were possible.
But his fifth dodge isn't quite enough, and the Hellhound's teeth grab the tip of Arthur Scrat's tail. Arthur Scrat goes flying, tail half ablaze. The Forest tries to Shield, but there just isn't enough left. The Hellhound pounces an instant later.
Arthur Scrat, with an instant to decide, doesn't try to dodge. He leaps at the Hellhound's face, ice-sword foremost.
Neither miss. The needle-thin point of Arthur Scrat's sword pierces the Hellhound's left eye, and freezes its entire brain solid. But in the same instant, its jaws close around Arthur Scrat's lower body, and as it crashes down dead, the impact drives those terrible teeth deep.
And Arthur Scrat is, well, on Fire. With the Hellhound dead, the Forest finds the Fire far less difficult to dissipate, and is able to safely put him out in seconds. But that is still a set of wounds he can only barely survive at best.
Try to rescue me, Arthur Scrat sends to the Forest, as the Trees urge him to hold on. But if you can't - I've had a better Life than most Squirrels. Accomplished something. What use… What use… is a Life… that isn't truly lived?
One of the Traders, Ron Brown, misses a swipe the Forest thought he'd hit, and gets poisoned by one of the two remaining Dire Bats. In seconds, he starts screaming with pain, and loses the ability to defend himself. The Dire Bats redouble their attacks. One lands, and moves towards Arthur Scrat.
As Arthur Scrat's eyes mist over - not dying yet, you hope, but certainly starting to lose consciousness - he sees the boy he'd saved - the boy who would live - and thinks of the family that he'd given you the chance to safe - who would live too - and his many kin - who will likewise live, Fire bombs or no Fire bombs, safe beneath the Forest's Shield - and his tail twitches with the Squirrel equivalent to a smile.
And the Forest tries to dredge up some bit of energy, and manages enough to potentially kill the Dire Bat that is threatening Arthur Scrat if they attacked just right-
-And the bit of energy, along with everything left of the store that was still charging Arthur Scrat, vanishes.
Arthur Scrat forces himself awake, trying to defy his impending Death, and takes in a breath - and something more than air rushes into him. His fur repaires itself. The scorch-marks disappear. The weariness from the plague leaves his limbs. The terrible bite-marks heal themselves, leaving only the lightest of scars. His eyes glow, ever so slightly, for an instant, though no eyes but the Forest noticed. Life fills him.
And as the Dire Bat attacks, he takes the Ice-Sword and chops its head off.
Old Man Materson had, on his way to try to rescue Arthur Scrat, killed another three Dire Bats. And as he rushes up, he kills a fourth with a twitch of Will that breaks its neck - and sees Arthur Scrat execute an impossible (for any Two-Legs, at least) set of acrobatics, bouncing from one midair Dire Bat to another, killing one after another.
A moment later, Arthur Scrat lands on the ground in front of Old Man Materson, five Dire Bats falling to pieces behind him. Squirrel and Human exchange a nod, and got back to the fight.
(Arthur Scrat gains Life Magic at Competent level; you may now restore him from any physical damage short of death for 3 successes, fix potentially-lethal damage for 2 successes, or fix significant injuries for 1. The Forest gains Life Magic at Dabbling level. -1 Resources, as prior Survival successes were not quite sufficient. Old Man Materson may be busy healing a Trader next round, and could probably use a bit of help with spare energy.)
One Tree was studying Light/Darkness Negacion during the battle, and trying to damage a Hellhound. It came up with a particularly interesting possible destabilization, and dealt 2.2 damage to the surviving Hellhound - not enough to take it out, but definitely enough to wound it. One of the Trees rapidly moving towards melee range successfully grew some Bone spikes from itself, but wasn't able to use them this round. One Tree froze itself - dealing 6 damage - while trying to hastily build Ice/Fire Bombs. One tried to make progress on combining Ice/Fire and Fire Within, and harm Monsters while doing so, but was essentially ineffective at the moment (with the one bit of true success coming on a Dire Bat that was about to die anyway). One Tree managed to blanket two Dire Bats with various mold-types, which… didn't really work as intended, but took them both out of the fight for a while.
At the end of the round, there were 27 Dire Bats still living and 25 currently fighting - including two of the poison-claws. One Hellhound remains, lightly wounded. Two Lesser Wraiths are still attacking the Millers - and you're fairly certain they will be fine, but only if someone intervenes next round. One blinded Ocumort remains.
Actions, Turn 23 Combat Round 2
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.
[ ][Action] Coordinate Newton Village
-You are already Connected with Newton Village, and therefore you can easily help them react quickly and effectively, ignoring darkness and confusion and sleepiness.
-This action is synergetic with Analyze Foes.
-The Speaking Tree will automatically assist this Action (2 auto-successes).
-Thresholds unknown, but every success probably helps.
[ ][Action] Connect with Traders and Herbalist
-You are already Connected with Newton Village. With a bit of effort, you could also Connect with the newcomers, providing them the same benefits with all Coordination actions.
-Five traders and one herbalist. The Forest is a bit suspicious of the Herbalist at this point, and will be spending 2.5x the caution when Connecting with her, just to be safe.
-0 of 7.5 successes.
[ ][Action] Disorient Foes
-Monsters, especially Monsters brimming with this much malice, don't seem easy to reason with. There isn't enough time to try converting many to your cause. But disorienting them is much easier, and adequate to help protect Newton Village.
-Thresholds unknown, but every success probably helps.
Research:
Note: Your Wise Trees grant you +20% on Research actions.
Focus: Any Focus action directed towards Research gains +2 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.)
[ ][Action] Hellfire? (Magic Research)
-The flames from the Hellhounds ate through our Shields. How? Can we counter it? Can we replicate it?
-Will probably contribute progress - at a significant bonus - to standard Research Vine Shield-Piercing action?
-This gains a +10% bonus per Player-Tree on the scene that works on this action.
-0 of ??? successes
[ ][Action] Assist Targeting
-Ensure no attacks go awry, everything on fire gets put out, and a minimum of the Forest's capabilities are blatantly seen by outsiders.
-This gains a +10% bonus per Player-Tree on the scene that works on this action.
-0 of 3/10/??? successes
[ ][Action] Analyze Lake
-There was a smaller, brief portal in the Lake by Newton Village. What exactly did it do? You might want to find out before, say, anybody drinks out of that lake…
-This gains a +10% bonus per Player-Tree on the scene that works on this action.
-You suspect this action will remain partially available in the turn's aftermath. Putting in a basic check now, however, is strongly suggested.
-0 of 3/10/??? successes
[ ][Action] Illusion Search
-Double-check that there aren't any nearby Illusions.
-???
Survival:
Note: Manipulating the tiny bits of Fire Within every living thing grants +25% 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, and a +10% bonus from Managed Mycelium.
-84.41 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] Assist Arthur Scrat
-Our crazy Squirrel has gotten up from what was very nearly his deathbed, and launched himself tiny-Ice-Sword-first into the fray. Given that he's only staying on his paws with sheer manic energy, he could really use a bit of help here…
-Thresholds unknown.
[ ][Action] Assist Newton Village
-While it's far enough away to be less efficient, you can most certainly stoke the Fires Within of the members of Newton Village. This would improve their combat capabilities noticeably.
-Thresholds unknown.
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.)
-Gains 3 automatic successes from Shield Trees, if at least 1 Player-Tree votes for this action. Gains +30% to all successes (+10% per Shield Tree).
Note: Successes (as necessary) will be diverted from Raise the Shield to Empty Veil if - and only if - it looks like something is attacking us that Empty Veil can affect.
Growth:
Cumulative Growth modifier: +95%. +3 auto-successes on any Focus action.
[ ][Action] Upgrade Shield Tree to Elder
-It's difficult to Grow large things quickly, in the heat of combat. But with the study of the Vines, it is possible, albeit more expensive than normal (by 50%). The most obvious use is upgrading one of your two non-Upgraded Shield Trees.
-You've already upgraded one Shield Tree to Elder and sent it racing to Newton Village, for a near-perfect defense. Upgrade a second one to make yourselves just as safe, if not safer! Any affected Shield Tree will stay upgraded permanently.
-Partial completion, at combat's end, will be converted to normal Upgrade Shield Tree to Elder successes at a 3->2 ratio (or, equivalently, x0.67).
-13 of 30 successes
Offense:
Note: Study of Death Magic grants +10% to all Offense successes.
Annoying Pollen would take a bit to reach Newton Village and would tend to affect the Defenders. Use a write-in if you want, but unlikely to work well. The Forest will consider possible upgrades after this fight.
[ ][Action] Shoot Spikes
-At what?
-This is limited to roughly 35 yards of range, at the absolute max, from the handful of Trees in or around Newton Village.
-Max 1 player firing from each Tree.
-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. And, oh joy, you're attacking monsters, so these can be nicely effective!
-The ability to add metal-tips allows you to deal +50% damage to all targets.
[ ][Action] Laser Beam
-This attack functions with a base +50% damage, multiplicative to other effects. This attack has +2 accuracy within Newton Village proper, and +1 in the Village's surroundings. This attack has an additional +45% damage from Lens Trees.
-Since it is night-time, to use this attack, you must choose to convert Stored Resources to Laser Beam Dice at a 1:3 ratio. (That is, every Resource point gives 3 Laser Dice.) If the Forest generally protests usage, it may be blocked (and Actions will be diverted to Ice/Fire Negacion).
-Very effective vs everything except Lesser Wraiths.
[ ][Action] Ice/Fire Negacion
-Freeze your foes and set them aflame, both at the same time! This attacks any foe against the weaker of their Ice Resistance or Fire Resistance.
-2x damage. The effects will not initially be harder to suppress, as you are wary of pushing that much Intent into your Fire while it's within Newton Village; exceptions may be made as combat goes on.
-There will be minor collateral damage. The presence of nearby Trees reduces it considerably, thankfully.
-You could also use just-Ice or just-Fire, but Ice/Fire seems most likely to do the most damage most effectively.
-Could work vs Ocumorts; worth trying maybe. Moderately effective against the Hellhounds. Hard to hit the Dire Bats, but potentially. Very effective vs Lesser Wraiths.
Note: Darkness Magic seems unlikely to be effective against foes that prefer to attack at night. Well, until you reach a higher level, at least.
[ ][Action] Rip and Tear
-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.
-Proven to work - though you have to be careful - against the Ocumorts. Dangerous against the Hellhounds, though it would technically work. Can't hit the Dire Bats. Ineffective vs Lesser Wraiths.
-You can also use this to physically protect allies.
-Only Trees that are physically present in the battle may use this Attack. The Shield Tree is not eligible for this attack. The Speaking Tree will automatically perform this attack once per turn (2 dice).
[ ][Action] Telekinesis
-Telekinesis is, you will quickly find, much more effective at stopping or hindering foes than at hurting them. (At least with your current version of TK, and at your current level. Also at the current range.)
-Deals only one damage per two successes, but deals two points of hindrance to your foes per success.
-If using TK from melee range, add +1 Accuracy.
[ ][Action] Bee Afraid (Bees)
-You lack sufficient bees to have more than 5+9.65=14.65 successes/turn (before multipliers).
-Bees will automatically contribute 4 auto-successes per turn.
-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. It also has a +15% bonus from Fire Within.
-Ineffective vs Hellhounds and Lesser Wraiths. Marginally effective vs Ocumorts. Effective vs Dire Bats.
Ants will be attacking, but will not show up in significant numbers until combat round 3. … Which might not happen at this rate.
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
…
one of the two Trees working on Communications Nuts made a breakthrough, and understood (sort-of) some of the way the Portals were forcing two locations to count as one.
IT WORKED!!!! 'twas a longshot but it worked 😆 now back to what i was originally going for
[X][Action] Work on Communication Nuts
listen ... we got magic infused nuts, we got exploding nuts... now? if i can get ones that can have messages on them? we can make exploding letters ... do you have any idea the opportunities this'll open up? if we can get them to explode if they don't recognize certain auras? we have a way of secure communication that can be used for profit especially if we make them reusable 🙃 communication between village heads that can't be intercepted HAS TO BE useful somehow 🥺 right?
EDIT: as to what we can make off of this? aboslutely no idea
Best guess? A Two-Legs healing potion would have a very good chance (not 100% but good) of being Squirrel-safe, and a better chance yet of being, say, Pig-safe. But the odds would be fairly poor with Ants, and nearly guaranteed to not help a Tree.
Though Two-Legs can make Tree-Healing potions; they just have to be careful to study Plants a bunch beforehand and choose their ingredients to include something Magical (or at least Powerfully Symbolic) and Plant-Based.
Yes. The larger cities have managed to keep a handful of radios and equivalents working and powered, but there aren't many - one per city at best. Small villages need not apply. As of the latest news, Andrewsburg and Talanburg each have a basic radio, but have to apply any encryption themselves.
[x] [Action] [Write-in] Defend Old Man Masterson and Arthur Scrat, with limb-blows and Life Magic. Become their Shield and their Sword.
-- [X] You're no good at improvising. But you can make more than one Shield, can't you? What happens when you put something between them?
Both like... Look, I can't hear "Battle Against A True Hero" and not go full ⚔️ 🛡️
and as past of the grander plan to become... I dunno, some sort of adventurer tree
Yes. The larger cities have managed to keep a handful of radios and equivalents working and powered, but there aren't many - one per city at best. Small villages need not apply. As of the latest news, Andrewsburg and Talanburg each have a basic radio, but have to apply any encryption themselves.
@Thanatosra, as a Mind Tree with 9 Communication actions, you are eligible for Elder Mind Tree or Communication Tree.
If any of those who haven't yet taken their chance to upgrade - @ACON in particular - want to upgrade, by all means!
If I've missed any patterns, let me know!
@Angelform, @Tarumath, and @Walliseatscheese, please bear with me as I get back to finishing the Ancient Tree system. But, yes, your time to upgrade to Ancient Trees has come!
Scrat is a HERO! A bloody HERO who can do Life MAGIC! Oh man he is awesome.
This was a fantastic update. So cool man, so cool.
--
[X][Action] Hellfire? (Magic Research)
[X][Focus] Assist Arthur Scrat
[X][Focus] Store Resources Against Future Need
[X][Focus] Ice/Fire Negacion
[X][Focus] Analyze Lake
So my imagery of this is that my actual tree is taking the time to look at the Hellfire, its magic and such and could have some interesting potentials for the future.
The rest all make sense. I mean how can we not assist/protect our friend! I always support gathering resources and thus will almost always take it. Some more stuff with Ice/Fire Negacion keeps the trend going. And there is a mystery afoot, lets look into it.
--
On updates, funny enough I don't even know what number I'm at. I gotta check that out.
[X][Action] Hellfire? (Magic Research)
[X][Focus] Assist Arthur Scrat
[X][Focus] Store Resources Against Future Need
[X][Focus] Ice/Fire Negacion
[X][Focus] Analyze Lake
It came up with a particularly interesting possible destabilization, and dealt 2.2 damage to the surviving Hellhound - not enough to take it out, but definitely enough to wound it.
And thus did the Squirrel Knight take the first step on his Mythic Path.
A very well written turn.
[X][Action] Coordinate Newton Village
While we have trees on-site now there are still a whole bunch of villagers on the front lines. Also I would really rather we not have blue-on-blue occurrences.
[X][Action] Analyze Lake
[X][Focus] Upgrade Shield Tree to Elder
[X][Focus] Upgrade Shield Tree to Elder x2
[X][Focus] Upgrade Empty Tree to Elder
[X][Focus] Upgrade Empty Tree to Elder x2
Shield Tree is obvious: To better protect our friends.
Empty Tree? It gives a bunch of auto dice to Empty Veil. Which, for normal attacks reduces expected damage by 1/3. (see table)
How many dice does eldering an empty tree add?
+0.1 per active specialized player die in defence (currently 37, so 3.7 auto successes) and a 10% bonus.
With the 1 success from normal empty, that gives us
1+3.7+10% bonus
=4.7 + 10% bonus
assuming we have only one, that means
4.7*1.1
= 5.1 successes
Enough to activate every turn at our current magnitude.
how to read:
assuming 3 out of 6 possible dice results are a success for the enemy,
look at 3/6, the enemy has a 0.5 chance (= 50%) to hit,
with the debuff that becomes 2/6, a 0.3333333333333333 meaning about a 33% chance to hit,
reduction from tier above is 0.33333333333333337 (~33%) that means the expected damage is ~33% less than without the debuff.
Arthur Scrat forces himself awake, trying to defy his impending Death, and takes in a breath - and something more than air rushes into him. His fur repaires itself. The scorch-marks disappear. The weariness from the plague leaves his limbs. The terrible bite-marks heal themselves, leaving only the lightest of scars. His eyes glow, ever so slightly, for an instant, though no eyes but the Forest noticed. Life fills him.
And as the Dire Bat attacks, he takes the Ice-Sword and chops its head off.
Old Man Materson had, on his way to try to rescue Arthur Scrat, killed another three Dire Bats. And as he rushes up, he kills a fourth with a twitch of Will that breaks its neck - and sees Arthur Scrat execute an impossible (for any Two-Legs, at least) set of acrobatics, bouncing from one midair Dire Bat to another, killing one after another.
A moment later, Arthur Scrat lands on the ground in front of Old Man Materson, five Dire Bats falling to pieces behind him. Squirrel and Human exchange a nod, and got back to the fight.
(Arthur Scrat gains Life Magic at Competent level; you may now restore him from any physical damage short of death for 3 successes, fix potentially-lethal damage for 2 successes, or fix significant injuries for 1. The Forest gains Life Magic at Dabbling level. -1 Resources, as prior Survival successes were not quite sufficient. Old Man Materson may be busy healing a Trader next round, and could probably use a bit of help with spare energy.)
One of the Forest's three Shield Trees picked up its Roots and started running, as hardly ever had a Tree before, and five other Trees joined it. The Will of the Forest propelled them along, and they would need only a single round to reach Newton Village, getting in short range partway through this round and free to engage physically on the next. One of the five, actually, had been specifically trying to get good at personal Movement, and was close to a major breakthrough - and that Tree was in melee range in time to help the Speaking Tree and the Unpredictable Tree fight a pair of very large and very angry snakes.
Our enemy is making monsters that resist Fire and Light, because we've been using that a lot.
Spike flinging would probably work on Hellhounds. They resist a lot of magical stuff, but high-velocity metal spikes should still work.
Wraiths need to be magicked.
There's probably some kind of horrible poison in the lake. This is easier to deal with the sooner it's handled.
The further out portals closed later, with no immediately visible results. Something nasty came through them, probably. Likely an attack aimed at the Forest now that we're spread out and distracted. (Edited to update that portals did actually close)
We can't figure out portals fully yet because we have no concept of the malleability of Space-Time, nor of atomics, and so forth. This is advanced stuff, but it does sound like we got what we could.
It sounds like our foe is in some kind of big, ancient evil monster lab or something. Maybe a leftover Vampire horror-factory. But why would there be Sunlight there? (Edit; the sunlight is actually way up, never mind)
Anyway, what to do, what to do... Alright, I feel mean.
[x][Action] Reach into these monsters (Try starting with the annoying poison-bats), search for their Fire Within... and then snuff it out.
I'm unsure how viable it is to research a way to counteract hellfire from nearly scratch in combat, and I'm pretty sure we can work on it later. But it probably would be harder once we no longer have a living hellhound to study/fight.
Edited to clarify: You have Earth Magic and the ability to sense Earth (soil, dirt, rock, etc.) through it. You sense:
1. Evil Lab Caverns Thing.
2. Above this, a moderate layer of rock/etc.
3. Above this, about half a mile of <currently unknown; might be empty>.
4. Above this, Sunlight.
Actually, you'd probably also sense some clouds and such way up there somewhere.
There are a few other things you might have sensed with a really good roll, but you only got a fairly good roll.
The further out portals haven't closed yet. Something nasty will or is currently coming through them, probably. Likely an attack aimed at the Forest now that we're spread out and distracted.
Edited two turns ago to clarify. They closed within ~1 minute of opening. That's probably actually partway through this turn, effectively, really. But the first would probably have closed right about the start of this turn...
Does the above action get a bonus die from being a mind tree or someting else? I feel like probably doesn't.
If not:
[X][Action] Coordinate Newton Village
----
Edit: In the future I think that we should grow towards the village to the the point where we don't recicve distance penalties to our magic.
Am vevery excited to explore life magic. @Robinton on the next turn, could we write in to ask the villagers who are skilled at magic on the they fhink would be good elements to counter the malice and hellfire magics, for techniques to stregenthen our shield, and how to get information on gravity and electromagnetism?