Herman Jerun SL 3-5.
- Location
- Peterborough, NH, USA
Master Herman has been showing you the last of his secrets as of late, and you suspect he's going to just wait around for his own death once he's finished. He's not going to commit suicide, but he's not going to do anything to stave it off either, if your read of him is right. They way he keeps staring off into space is unnerving, but he doesn't seem depressed so much as an odd mix of grim and content. Somehow it's almost worse.
Karma Check: 450. Required: 150. Gained 30.
"Master Herman. You say you've been teaching me to leave some kind of mark on the world. Well, I think you should keep going. I'll certainly leave an impact, but why stop with me? I could get killed, and there's no guarantee I'll have taught anyone everything you taught me by then. If you want to leave an impact, teach more apprentices. Ensure that your knowledge is passed down for a thousand generations. I'll do my best, but I think this is something you should do yourself. Otherwise, well, it wouldn't be the same, would it?" you ask him.
Diplomacy Check: 2 Checks passed. Total reduction to Check difficulty of 175 total.
Speech Check: Persuasion: 115. Required: 150-175=-25. Passed.
115. Required: 0. Passed.
115. Required: 25. Passed.
115. Required: 50. Passed.
Check Passed. 80/400 to Level 31.
Master Herman considered this. "...Heh, you're right. Here I was throwing in the towel. My master would be yelling at me right now, and my wife would probably slap me upside the head." He cracked his knuckles. "Well, if I'm going to take on more students, I should finish up with you first. More time to focus on the students that would actually need the help." He grins.
Reward: Karma now 480. SL has advanced to 5. +15 to all Forging categories.
Herman Jerun SL 5 Perk. Blacksmith. In your studies with Master Herman, you've learned how to create a large variety of items, and work with a large number of metals and alloys. +25 to Invention, Forging, and Electronics Checks.
Forging: Weapons: 75. You know how to make weapons that you would need a truck to haul around, and often of great complexity. Very large decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 80. You know how to make weapons that you would need a truck to haul around, and often of impressive complexity. Huge decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 90. You know how to make weapons that you would need a truck to haul around, and often of incredible complexity. Massive decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Armor: 75. You can craft any piece of armor, though they don't tend to get very much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 80. You can craft any piece of armor, even pieces much larger than your current size without losing more than a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 90. You can craft any piece of armor, even pieces much larger than your current size without losing any of their quality, or extremely complex in comparison to the body armor used by Captain Matt, though not both at once. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 90. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look very nice. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 105. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look really nice. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Karma Check: 450. Required: 150. Gained 30.
"Master Herman. You say you've been teaching me to leave some kind of mark on the world. Well, I think you should keep going. I'll certainly leave an impact, but why stop with me? I could get killed, and there's no guarantee I'll have taught anyone everything you taught me by then. If you want to leave an impact, teach more apprentices. Ensure that your knowledge is passed down for a thousand generations. I'll do my best, but I think this is something you should do yourself. Otherwise, well, it wouldn't be the same, would it?" you ask him.
Diplomacy Check: 2 Checks passed. Total reduction to Check difficulty of 175 total.
Speech Check: Persuasion: 115. Required: 150-175=-25. Passed.
115. Required: 0. Passed.
115. Required: 25. Passed.
115. Required: 50. Passed.
Check Passed. 80/400 to Level 31.
Master Herman considered this. "...Heh, you're right. Here I was throwing in the towel. My master would be yelling at me right now, and my wife would probably slap me upside the head." He cracked his knuckles. "Well, if I'm going to take on more students, I should finish up with you first. More time to focus on the students that would actually need the help." He grins.
Reward: Karma now 480. SL has advanced to 5. +15 to all Forging categories.
Herman Jerun SL 5 Perk. Blacksmith. In your studies with Master Herman, you've learned how to create a large variety of items, and work with a large number of metals and alloys. +25 to Invention, Forging, and Electronics Checks.
Forging: Weapons: 75. You know how to make weapons that you would need a truck to haul around, and often of great complexity. Very large decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 80. You know how to make weapons that you would need a truck to haul around, and often of impressive complexity. Huge decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 90. You know how to make weapons that you would need a truck to haul around, and often of incredible complexity. Massive decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Armor: 75. You can craft any piece of armor, though they don't tend to get very much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 80. You can craft any piece of armor, even pieces much larger than your current size without losing more than a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 90. You can craft any piece of armor, even pieces much larger than your current size without losing any of their quality, or extremely complex in comparison to the body armor used by Captain Matt, though not both at once. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 90. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look very nice. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 105. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look really nice. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.