[X]Plan learning and teaching
-[X] Attend lessons at Beacon [Learning roll, DC 20 to 50, depending]
--[X] Aura Theory: +2d2 Learning
--[X] Practical Aura Applications: +1d2 Martial, +1d2 Learning
---[X] in particular, practice <X>
--[X] Combat Practice: +1d2 Martial, +1d2 Learning
-[X] Talk to the researchers [Learning roll, DC 20 to 50, depending]
--[X] About Aura: +1d2 Diplomacy, +1d2 Learning
--[X] About their experiments: +1d2 Diplomacy, +1d2 Learning
-[X] Hunt and forage to feed yourself: +1d2 Martial, +1d2 Stewardship [Stewardship roll, DC 30]
--[X]Ask some of the students if they would like to go hunting with you and your children.
-[X] Awaken your babies aura's. Can do one as a free action (Galerider)
-[X] Spawn Slivers [Free Action] (costs 2X mana, use 6 mana we have room for another 30 and if the dice roll high we can expand a lot next turn with Horned's help)
+1 Stewardship for living on your own.
You start the month by laying another clutch of eggs - six mana worth, this time. You can feel them - 8 thrums, and a might sliver.
This month, you decide to really put your nose to the grindstone and learn all you can - you sign up for three different classes, and make an effort to ask the researchers about aura and how their experiments teach them new things about it. The classes are very frustrating - Aura Theory is interesting, but you're having trouble making sense of the vocabulary, and struggle to see how any of it could actually be applied. Practical Aura Applications is almost entirely useless - you follow the exercises as best you can, but none of them seem to do anything for you. Even combat practice fails to provide any new insights.
The talks with the researchers, however, go much better. You spend a fair amount of time talking with Cobalt about Aura and it's uses, and he tells you about the various feats people have accomplished with it in the past-focusing it to increase strength, agility or toughness, a variety of tricks people perform with their semblances, the use of dust with it in many different ways, the use of Aura with other objects, etc, etc. By the end of the month, you've thought of several different tricks you could potentially try to master with aura - bursts of speed, shields, and more esoteric techniques. The discussion of their experimental methods is very illuminating - it takes you a bit to really wrap your head around the idea, but soon enough you think you have a basic understanding of the experimental process. At least, the very basics - testable predictions, gathering data, trial and error, constant questioning and doubt, etc, etc.
Once again, you find yourself making a suggestion to the students, and not only having them agree, but seeing it met with a surprising degree of enthusiasm. You manage to organize a regular hunting party - enough to feed you and your children even despite subpar hunting on your part, as most of the students can't eat what they catch.
On another note, one of the students comes back with a disturbing tale, of strange figures sneaking about while you were away hunting. They chased them off, but weren't able to find any proof. The figures never got close enough for your guarding thrums to see any of them, so you have nothing to contribute. Still, you know to be wary now. In that vein, you awaken Galeriders aura, giving him an extra layer of defense. He and his brothers, and Horned, too, all grow up this turn, leaving you with a proper sliver hive, if a small one. You all stretch your newfound wings quite happily, and a few quick exploratory flights show them to be perfectly functional. A quick test on a tunnely wall shows the horns to work well too. The new eggs all hatch as well, giving you 8 new baby thrums and a baby might sliver.
What do you do now? You have 6 actions. You can assign your slivers to an action with you, in which case they'll impact the DC, or you can assign them to actions on their own, in which case they won't get the benefit of your physical stats, and only half the benefit of your mental stats, but will allow you to do more things at once.
Gains: (Stat gain above 25 for CK2 stats is halved)
Stewardship: +2
Learning: +1, +2, +2, +2, +2, +1
Martial: +1, +2, +1
Diplomacy: +1, +1
Knowledge (Aura) 2 levels, Experimental Process 1 level
Horned, Galerider, and 6 thrums reach maturity
+8 Immature Thrums, +1 Immature Might Sliver
[] Plan <name>
-[] Improve your Hive: +1d2 stewardship. [Stewardship roll]
--[] Dig extra living space
--[] Dig defenses
--[] Dig storage space
--[] Write-in:
-[] Hunt and forage to feed yourself: +1d2 Martial, +1d2 Stewardship [Stewardship roll]
-[] Survey the woods in order to receive survey bonus: receive survey bonus, +1d2 Stewardship [Stewardship roll, DC 47]
-[] Search your dreams for knowledge (Anything in specific?): ???, +1d2 Learning [Learning roll, DC 20 to 100+, depending]
-[] Perform experiments (What experiments?): ???, +2d2 Learning [Learning roll, DC 20 to 100+, depending]
-[] Attend lessons at Beacon [Learning roll, DC 20 to 50, depending]
--[] Aura Theory: +2d2 Learning
--[] Practical Aura Applications: +1d2 Martial, +1d2 Learning
---[] in particular, practice <X>
--[] Combat Practice: +1d2 Martial, +1d2 Learning
---[] in particular, practice <X>
-[] Talk to the researchers [Learning roll, DC 20 to 100+, depending]
--[] About what? : +1d2 Diplomacy, +1d2 Learning
-[] Explore (Where?): ???, +1d4 Intrigue
-[] Hunt grimm (Anything in specific): +1d4 Martial, +1d2 Intrigue [Martial roll, DC 20 to 40, depending]
-[] Bond a mana well (Which one?): Gain a mana bond, +1d2 Stewardship
-[] Awaken your babies aura's. Can do one as a free action, or all 7 as one action.
-[] Teach your kids one of your skills. This takes one of your actions, as they aren't really smart enough to learn it without directly reading it off your brain and having you walk them through it, which takes your full attention.
-[] Spawn Slivers [Free Action] (costs 2X mana, please specify): Gain Xd6 slivers, 15% special chance.
-[] Write-in: ???, ???