How to play gurps a somewhat comprehensive compilation engarde pasaulis

How to Play GURPS: A (somewhat) Comprehensive Compilation

This video contains AI generated voice performances and is not a representation of the performer(s) consensual work. This video will not receive advertisement revenue whatsoever. If your performance is featured in this video or if you are a representative of said performer and wish to have it removed, please message me here and I will do so as soon as possible: [email protected] 02:05Character Creation 11:21 – Basic Combat 15:35 – Advanced Combat 23:37 – Martial Arts 28:45 – Social Skills 32:59 – Recovery+Reaction 37:47 – Advantages 39:57 – Ranged Weapons 43:04 – Firearms 48:48 – Powers 52:20 – Magic.

How to Play GURPS: A (Somewhat) Comprehensive Compilation

GURPS, which stands for Generic Universal RolePlaying System, is a tabletop role-playing game known for its flexibility, depth, and versatility. Created by Steve Jackson Games, GURPS offers players the opportunity to explore virtually any setting, genre, or concept imaginable, making it a favorite among role-playing enthusiasts around the world.

At its core, GURPS is a skill-based system that emphasizes creativity, collaboration, and storytelling. Players create characters by allocating points to various attributes, skills, and advantages, allowing for a high degree of customization and specialization. Whether you want to play a swashbuckling pirate, a futuristic cyborg, or a medieval wizard, GURPS provides the tools and mechanics to bring your character to life.

One of the defining features of GURPS is its universal approach to role-playing. Unlike many other systems that are tied to specific settings or narratives, GURPS is designed to accommodate a wide range of genres and themes. From fantasy and science fiction to horror and historical drama, GURPS can adapt to any genre with ease, allowing players to explore different worlds and scenarios without having to learn new rulesets.

In addition to its flexibility, GURPS is also renowned for its detailed and realistic mechanics. Combat, for example, is resolved using a combination of dice rolls, modifiers, and tactical decision-making, resulting in dynamic and engaging encounters. Meanwhile, the game’s extensive rules for character creation and advancement provide players with countless options for developing their characters over time.

Despite its complexity, GURPS is accessible to players of all experience levels. The core rulebooks provide clear and concise explanations of the game’s mechanics, while supplemental sourcebooks offer additional rules, settings, and ideas for players and Game Masters alike.

Ultimately, GURPS is more than just a game—it’s a tool for collaborative storytelling and creative expression. Whether you’re a seasoned role-playing veteran or a newcomer to the hobby, GURPS offers endless opportunities for adventure, exploration, and excitement. So gather your friends, unleash your imagination, and embark on an unforgettable journey with GURPS.

0:00 all right folks let’s do this one last time gurps is a tabletop role-playing game

0:05 that can be played in any setting and as any character and I mean anybody okay I think they get the point what

0:12 matters is the ball is in your court there’s only one person on this planet that can make your imagination known and

0:18 that’s you and when I said it was a game before I misspoke it’s more of a a system a system that’s it think like

0:25 toys gurps gives you the nice finely crafted Legos you got to do some building yourself but it’s all there for

0:32 you some other ttrpg that shall not be named is more like a McDonald’s toy

0:37 they’re all over the place and they’re easy to get but they’re only really made for one thing plus their arms don’t bend

0:43 so yeah if you’re looking at gerps as a whole it’s big but that’s because it needs to be how else would I be able to

0:49 play as an alien Cowboy transported to 18th century England Infested by vampires this Mega compilation is

0:55 largely made as a reader’s guide to some essential gurps books namely gurps basic that you’ll need to master the rules

1:01 because yeah you gotta read I know it sucks I can’t go over everything these AI generated words aren’t for free you

1:08 know all right all right let’s get focused as it is with most ttrpgs if

1:14 you’re doing stuff you’re typically going to be making some rolls in gerps you only use six sided dice you roll

1:21 three D6 and if your roll is less than or equal to the attribute you’re using you succeed rolling the absolute lowest

1:28 or the highest means you get a critical but those happen in a blue moon anyway because you’re rolling three dice

1:34 instead of just one your dice rolls are going to skew towards median values so it much better suits what’s actually

1:39 going to happen especially in a fight characters are built using points your

1:44 game master is going to budget them to you on the basis of how powerful you want to be figuring out where that line

1:51 exists comes further along in the video alright you now officially know more about gerps than 90 of the people who

1:58 consume girps memes this is your first step into a mind-blowing world of possibilities I’m wishing you good luck Welcome

2:06 oh hello there well just look at you getting into your first girps game or not you could just

2:13 be a passerby clicking off because you haven’t a clue what this video is about or maybe you could be a long time player

2:20 rooting for the newbies don’t be too harsh on them everyone starts somewhere but regardless you’re here good job

2:27 gurps is a tabletop game designed to be played in any setting and can build any

2:33 character I’m not just saying that it’s the truth forget about levels and classes when you make a character in

2:40 gurps You’re Building someone from the ground up there’s so many ways to make your character unique and your own so

2:47 let’s get started shall we have a seat or maybe a snack and let me tell you how to make your first gerbs character when Base Stats

2:56 you first look at an empty character sheet it can all look like a jumble of numbers it’s easy to get intimidated so

3:01 let’s do this piece by piece that’s better the first thing we need to go over is your character’s base stats

3:08 there are four primary stats and four other secondary stats a character with

3:13 zero points will have neutral stats meaning they’re all going to be at 10 the way you improve or diminish your

3:20 stats is like so you simply plug in the amount it costs for a level and then you

3:25 change the stat accordingly the initial values of your secondary stats are going to be based on their recording primary

3:32 stat but you can also level them independently as well there’s also a few other factors that your stats change

3:38 that are not in this neat little box that I’ll get into later let’s get started with the simplest one strength

3:45 this stat measures how Burly you are strength impacts how big you are how

3:51 much you can carry and how much damage you deal with melee or muscle powered ranged weapons you didn’t hear me wrong

3:57 in gurps as it is in real life your strength determines how much damage you

4:03 deal with your own body rather than it being split between other variables it wouldn’t make much sense if a very

4:09 skilled ant would be able to harm someone with a toothpick would it to see how much damage you deal with your

4:15 individual strength score you simply look at the damage table for the proper

4:21 weapons they’ll deal damage with either a Thrust or a swing it may look like a

4:26 lot but that’s just because the rules include a wide variety of power levels

4:31 your strength score is also equal to your hit points so if you increase your strength you’re also increasing your HP

4:38 a single level of strength is equal to 10 character points let’s move on to the

4:43 next primary stat dexterity this measures your general coordination and Agility dexterity covers a great many

4:51 things such as nearly all of your physical skills and static values like your basic speed your basic move and

4:58 your Dodge score for that reason dexterity costs 20 points per level the

5:04 Next Step you have is your character’s intelligence this covers a broad variety of knowledge social and general mental

5:11 based skills it also is equal to your perception and will scores intelligence

5:17 also costs 20 points per level the final primary stat is health

5:24 this is different than your hit points rather it measures how healthy you are much of the negative effects you’ll face

5:30 in combat require you to roll against your health score so this is the stat you’ll need for a rainy day your health

5:38 score is equal to your fatigue points like strength it costs 10 character points per each level of Health

5:45 now that we’re done with the primary stats it’s time to go over the secondary ones your hit points are a measure of

5:52 how well your body is able to handle injuries if you get hurt that tends to show itself in the form of damage

5:59 temporarily subtracting itself from the total for more information on how damaged thresholds and Recovery work

6:06 watch these videos below it costs two points for each level of HP the next

6:12 secondary stat is will this is a representation of your character’s mental fortitude this is largely their

6:20 main defense against fear or hypnotism whether it be by real or Supernatural

6:25 means it costs five points per each level of will your character’s

6:30 perception score shows how good their senses are anytime you make a sense role you can use this stat like will

6:38 perception costs 5 points per level your fatigue points are a measure of how much

6:44 energy you have there are certain ways to spend it either by using extra effort or with magical powers that expend them

6:52 based on how powerful they are you regenerate one FP for every 10 minutes you rest it costs three points per each

6:59 level of fatigue as you can increase these Point values you can also lower

7:04 them just remember that those points you gain from doing so count towards your disadvantage limit which I’ll get into a

7:11 little later something you should also consider is how much you may be allowed to increase

7:16 your stats depending on the type of campaign having certain high or low

7:22 values may not be appropriate for a campaign in a realistic setting so do make sure to check with your game master

7:28 when choosing your values this goes the same for your secondary stats as

7:33 sometimes there are limits you can increase them past their corresponding stat

7:38 the next most important thing to discuss is your character’s wealth you see depending on the given tech level you’re

7:45 in you get differing levels of wealth however you can raise or lower this

7:50 amount you start out with if you want to spend or gain some more points in

7:56 character creation if you wish to learn about the various ways in which you can change your appearance or social

8:02 standing check out the video here he’s a rather charismatic fellow I’ll tell you

8:08 let’s get into your character’s advantages advantages are traits of your

8:13 character that give you distinct bonuses in whatever they’re made for these can

8:19 be in the form of superpowers mental traits and even friends that can help

8:24 you on your journey most of the time you buy them with a flat cost but others can

8:29 be purchased in levels and do be sure to check what type of Advantage they are

8:34 see those little symbols at the Top If you see an alien or a lightning bolt that means they’re Supernatural and not

8:41 suited for a realism campaign now let’s get into disadvantages these are traits

8:48 that you add to your character that give you points back contrary to the name these are not always negative but what

8:55 they are are limits to your play if a character has honesty great but that

9:00 also means they’re forced to abide by the traits description as I mentioned before your game master will typically

9:07 set a point limit on how much you gain from your disadvantages just to keep the

9:13 power levels of each character the same let’s move on to your character’s skills

9:18 shall we while your base stats are important it is your skills that use said stats to do more specific actions

9:26 with your characters without them you might as well just be a bumbling idiot without a single expertise and we don’t

9:33 want that when you see a skill they’ll typically have these characteristics its name the stat they’re based on their

9:39 difficulty and their default a skills default is the attribute you roll against if you don’t have the skill for

9:47 instance if my character has an intelligent score of 12 and I attempt a

9:52 masonry check without having it as a skill I’d be rolling against an eight due to the default want to not deal with

10:00 those penalties it’s time to learn how to buy points in skills to do this we

10:06 consult the skill cost table these columns display how many points it costs

10:11 to invest in a given level for a skill so if we’re looking at improving the masonry skill we’ll be using the easy

10:18 column the column on the far left is the total skill level we’re trying to get based on the stat it’s based on so for

10:25 these purposes you’d plug your IQ score there so if I wanted to have a masonry score of 14 I’d have to spend 4 Points

10:33 sometimes skills have prerequisites or can only be used in certain Tech levels

10:39 that you need to watch out for as well and also there are skills for more specific Maneuvers called techniques

10:46 these typically are used to buy off any sort of penalty you may face by doing a complex action in combat you buy these

10:53 based on their default rather than any individual stat your score in a

10:58 technique cannot exceed the skill it’s based on as well wow I think we’ve got to the end of it if you’ve been

11:05 following along with your own character sheet you can see by now that those little boxes that were once empty are

11:11 now getting filled up the only thing left for you to do is get some key possessions but those Can vastly Depend

11:17 based on your campaign I wish you good luck uh Hey again yeah I know I know I’m not Melee Combat

11:25 the best Mentor but I’m definitely not the worst all right upper management just told me to come to this remarkably

11:31 well crafted tabletop simulator map you guys were supposed to get Goku I’m gonna be getting into the basics of gerb’s

11:37 combat namely melee combat okay so gerp splits up the various things you can do during combat into

11:43 actions called maneuvers a single round lasts one second and within that round you can typically use

11:49 one maneuver how you decide who goes first is not dependent on a role but rather your reaction time known as your

11:55 speed if there’s a tie don’t worry you decide who goes first based on their dexterity

12:01 as I said the maneuvers of gurps are going to be pretty all-encompassing it’s kind of a trend across the whole system

12:07 you’ll find that characters with different builds will be using different Maneuvers all the time

12:13 most Maneuvers are going to allow you to take a step while doing them which is normally one yard or one grid hex the

12:19 basic maneuver you’ll make in order to try and hit an opponent with your weapon or unarmed attack will be the attack

12:25 maneuver there are other versions of this that will change and expand the ways you strike but that’ll be later

12:31 you’re going to have a weapon skill or default you’ll need to roll against to see if your attack Is On Target

12:37 if you succeed your opponent needs to make an extra defensive role or take damage I’m sorry I just want it to feel

12:44 included alright well go wherever you were before I’m doing this now thank you okay where was I oh yeah defending when

12:52 you’re attacked if you’re able to you can make an active defense these can manifest in three different ways by

12:57 dodging blocking or parrying nearly every character has a Dodge score because it’s based off of your dexterity

13:03 and health values pairing and blocking on the other hand are based on skills where pairing is

13:08 done with weapon skills and blocking is done with Shield skills dodging is meant to be easy to do and be done in

13:14 succession but for that reason it’s hard to level it up past what you already have it’s essentially unlimited within

13:21 reason parrying can only really be done against melee attacks and has a penalty placed

13:26 against you if you parry more than once in a turn it’s typically minus four but it can depend on your weapon and skills

13:33 blocking can only happen once in a round but it can be against both ranged and melee attacks now when you deal damage

13:39 you gotta see if your weapon is able to get past the armor of your opponent you essentially subtract the two values for

13:47 instance if someone deals six damage and the defender has four Dr they’re only

13:52 dealt two damage in total and when you’re damaged you have to deal with shock it’s essentially a penalty to your

14:00 decks and IQ that’s applied for one turn after you take damage equal to the amount you were dealt

14:06 [Music] sweet a fight broke out this is a good opportunity to learn seems like the

14:12 dude’s got a higher speed so he goes first why are you angry with me

14:17 are you serious you burnt down my house I told you I would get rid of the rats

14:23 in your home my methods are none of your concern all right it looks like she’s taking a step and making the all-out

14:30 defense maneuver which boosts her Parry score by two

14:36 he wants the first blood so he makes a step and then the attack maneuver

14:42 his broadsword skill is a 15. he rolls and gets a 12. now she gets to make her

14:47 active defense roles her Perry score before was an 11 but now it’s a 13 boosted by her all-out defense she makes

14:55 her roll and gets a 10. her defense attempt succeeded and the man’s attack does not land in the end it’s now back

15:01 on her turn ooh she strikes back with an attack of her own her broadsword skill is a 16 and rolls a

15:07 12. it’s now on to him to make his active defense he attempts a Parry with his score of 10. but he fails with a roll of

15:15 14. now it’s the damage phase she deals 7 damage with her attack subtracted by his

15:21 damage resistance of one the final damage is six we got through it right see I’m not too

15:28 boring well it doesn’t matter now you’ve got to deal with grumpy over there you’re doing good so far you’re killing

15:34 it [Music] hey there allow me to instruct you on how to learn the more advanced rules of Advanced Combat

15:40 gerb’s combat you’re probably already familiar with the attack maneuver so I’ll show you how to make an all-out

15:46 attack treat it as a violent and rash attempt to hit another person as hard or as accurately as you possibly can

15:53 without taking into account your own defenses it’s great right

15:58 there’s four ways to do it with a melee weapon one is a determined attack it

16:03 adds four to your weapon skill on your attack that turn the next is a double attack you just swing your sword twice

16:09 if it doesn’t need to be readied or two swords there’s also faint and attack where you get to make a faint and then

16:15 an attack on the same turn it’s a nasty combination if you get it right last one is a strong attack in it

16:22 you add two to your damage dealt or add one damage per die if that’s better for you you also get to move half your

16:28 movement speed when you make an all-out attack in a turn but it can only be forwards these are all great bonuses but

16:34 there’s just one thing until your next turn you won’t be able to make any active defense that means no dodging

16:39 blocking or parrying so be careful okay or don’t and lose your favorite

16:45 character sheet I don’t care something that any fool with a sword should know is that you can choose to

16:51 Target specific hit locations on a person’s body here’s the kicker each

16:57 body part has its own special effects when damaged however it’s a bit more difficult to hit them than just swinging

17:02 at the Torso for instance attacking the vitals increases the damage multiplier of

17:08 piercing or impaling attacks to three times damage but you take a -3 penalty to your skill when attempting to hit

17:14 dealing enough damage to an extremity such as an arm or a leg can cause it to be crippled dealing a major wound the

17:22 threshold there is more than one half of the person’s base hit points for hands and feet that becomes one-third

17:29 the catch is that you cannot deal any more damage than that threshold however

17:34 any game master worth their salt will say you severed a limb if you did enough damage to it allow me to demonstrate

17:41 in my battle with that bastard Alucard I attempt to make a targeted hit towards his smug vampire face the face hit

17:48 location has a -5 penalty to attacks made against it I roll against my whip skill while

17:55 subtracting the five from my base skill and succeed however he managed to save on his Dodge

18:01 roll so his nose remains intact to this day something I talked about before that’s worth mentioning is a faint

18:06 it’s essentially a way to trick an opponent into lowering their guard to do it you must make a quick contest between

18:13 the melee weapon skills you and your opponent are using that means you both roll and whoever

18:18 succeeds by more wins if you win the victim must take a penalty to his active

18:23 defense equal to the difference of your success so if I beat my skill by two and my

18:28 opponent only beats it by one then he’ll suffer a minus one penalty to his active defense it doesn’t work both ways if you

18:35 lose the contest or if you fail the check altogether the faint doesn’t work what else could I talk about oh that’s

18:42 right range penalties depending on the distance of your target ranged attacks suffer a penalty as shown

18:48 by the speed range table it’s on page 550 of gurps basic but here it is if

18:53 you’re lazy and hate reading like me the same as with targeting a body part you apply the negative penalty to your skill

18:59 it’s awful hard to hit something far away isn’t it let’s learn how to read a melee weapon stats of course I know you

19:06 know how to read but I want you to be familiar with what the stuff means on the bloody table the first thing shown

19:13 is the damage it may seem like gibberish but it’s showing you how the weapon hurts an opponent if it has SW that

19:20 stands for swing if it has thr that stands for thrust so naturally you just

19:26 fill in the damage shown in the swing and thrust table in your character sheet it’s based on your strength so you’ll

19:32 need muscles to swing your sword hard enough to hurt next is Reach This is the range of the weapon if it has a c that

19:39 means it can only be used in close combat where you’re within another person’s hex after that is the Parry

19:45 modifier most weapons have zero for this it’s what you add or subtract to your

19:50 Parry score if it has a u next to it that means it’s unbalanced you can’t use unbalanced weapons to Parry if you’ve

19:57 attacked in the same turn if it has an F next to it it stands for [ __ ] just kidding it stands for fencing

20:04 fencing weapons only suffer a minus two penalty to consecutive parries in the same turn instead of the normal -4 the

20:12 strength column represents the minimum strength required to use the weapon if you don’t have enough you’re at -1 for

20:18 each point of strength you’re missing make sure to check the notes Page by the end of any weapons list there may be

20:24 important information about what you’ve got in your hands whether it’s a strength or a weakness sometimes weapons

20:30 will have different ways to wield or use them this will be shown to you if there’s an or below the name look at the

20:36 Polacks for instance now that’s a weapon a little too cumbersome for my taste though you can choose to use either

20:42 cutting or thrusting on an attack I was talking about damage multipliers when

20:47 talking about hit locations before so let me get into the list of them all for you and remember any multipliers here

20:54 are applied after you subtract damage resistance for small piercing the multiplier is 0.5 for cutting and large

21:01 piercing the multiplier is 1.5 and then for impaling and huge piercing the multiplier is two as I said before these

21:08 can change based on the hit location or if the target has an ability like injury tolerance here’s the nasty stuff what

21:15 happens when you get hurt you probably already know about shock but let me get into the rules about

21:21 major wounds you see if your character is hit with an attack that deals more than half their hit points or if a limb

21:27 has been crippled you have to make a role against your health score if you fail then you are knocked down and

21:33 stunned you fall prone and have the stun affliction this means you’re forced to make the do

21:40 nothing maneuver on the end of each turn you may make another Health role

21:46 honor success you are no longer stunned if you failed the first role by more than five then you’re extra [ __ ] you

21:53 pass out and hope to God nothing hits you when you’re down but hey at least the rule here is on page 420 so you can have a laugh while

22:00 your character is reeling in pain let’s get even more dark dying it’s gonna happen to everyone and it may happen to

22:07 your character while playing so let’s keep that from happening okay if your character is below one third of their

22:12 hit points your Dodge and your move scores are halved it’s only going to get worse from here if they reach zero hit

22:18 points or less they don’t actually die right away they’re close but still looking on the

22:24 bright side here in addition to the effects before you must make a health role at -1 per multiple of your hit

22:30 points if you fail you fall unconscious if you succeed you’re still awake but

22:36 you need to roll every turn to keep functioning now things are getting dicey at minus one times your hit points in

22:43 addition to the previous effects you must make an immediate health role or die it isn’t always the end per se if you

22:51 save by one or two but fail by any more than that and it’s over if you succeed

22:57 on that role you can actually still survive you lucky bastard but you still have to make the

23:03 consecutive roles to avoid passing out you’ll have to make another role to avoid death if you reach another

23:09 multiple past your hit points and so on you run out of chances once you reach negative five times your hit points

23:15 however that is instant death no take backs unless if you have hordes of

23:21 people wishing to bring you back from hell with dark rituals and interdimensional portals not like I’d

23:27 know anything about that I do believe I’ve done my job you’ve gone from utterly hopeless to somewhat

23:33 competent I’m proud now get out there and do what you do best Martial Arts

23:38 this is Batman file code name illuminati-86 gurps as a tabletop system that

23:46 encompasses a near infinite variety of settings and characters was bound to have a module that better supplements

23:51 both hand to hand and melee combatants if you want a character with a wider and

23:57 more Niche amount of actions in combat this supplement will absolutely fill that need

24:02 if you are unfamiliar with the core mechanics of gurps view the preliminary videos shown here

24:07 let’s begin starting with some of the core factors that martial arts adds to the list of maneuvers you can make in combat

24:14 a committed attack stands at the midpoint between a basic and an all-out attack like the latter maneuver there

24:21 are different ways to represent it in its determined delineation you add two to your skill when making the attack in

24:28 the strong you add one to your damage you can move during a committed attack without any directional restrictions as

24:35 well however this is limited to one or two yards if you choose to move two yards you suffer a minus two to your

24:42 skill as far as your active defenses go you’re limited there as well until your

24:48 next turn it is impossible to defend with the same weapon you used to attack if you happen to kick then you’re not

24:55 allowed to dodge any other defenses are done at -2 moving on a defensive attack is rather

25:02 the medium between an attack and an all-out defense when making a defensive attack the type of weapon you’re using

25:09 is important for balanced weapons you can simply choose a plus one bonus to either your Perry or block scores with

25:16 an unbalanced weapon you can gain the same bonuses but you will be unable to place the Parry bonus on that weapon

25:22 however you can still use it to Parry even though you already attacked with it

25:28 if you’re using a defensive attack on a kick you don’t gain a block or Parry bonus but instead you get plus two to

25:35 avoiding a leg grapple and on dexterity rolls to avoid falling these options are

25:40 important to maintaining a steady guard but they do have their disadvantages the damage roles you make with defensive

25:46 attacks lose two damage or one per damage die whichever is worse another

25:51 important option that gerps martial arts adds to melee focused games are the types of grips you can use on your

25:57 weapons the two main types of grips are the defensive and reverse grip remember swapping between grips requires a ready

26:04 maneuver unless if you have the grip Mastery perk a defensive grip grants the defender a plus one bonus against

26:10 attacks from the front but a further minus one penalty to attacks on the side be sure to pay attention to which weapon

26:17 you’re using a defensive grip with as there are rules pertaining to its size or style of use a reverse grip is more

26:23 popularly used with short bladed weapons in order to gain more leverage for stabbing thrusting damage is increased

26:30 by one but swinging damage is reduced by two or one damage per die making an attack on an opponent’s front or their

26:36 sides is as normal but to their rear you can only make a thrusting attack a

26:42 reverse grip is not only useful for knives but can be used with longer blades in order a Pummel with the butt

26:48 of their guard now let’s move on to some possible rules changes that martial arts can apply to your games notably one of

26:55 the main draws of the Dodge defense is that it is unlimited and that there are no penalties to consecutive dodges

27:02 if a character has a high dexterity or health score this may lead to them abusing Dodge as a means of not being

27:08 hit to absurd potential a suggested fix by martial arts states

27:13 that a cumulative penalty of -1 can be applied which is not nearly as steep as the others but compounds enough to

27:20 discourage players from over utilizing it a fix in the other direction goes to blocking in which certain game Masters

27:27 May posit blocking more than once in a turn is possible this fix removes the one-time cap on blocking and instead

27:34 applies a -5 cumulative penalty to blocks in one turn one of the most important facets of the

27:41 martial arts book is the variety of real-life martial arts Styles it has to offer

27:47 styles are packaged skills techniques and traits that Encompass a martial arts

27:52 strengths and weaknesses knowing a style involves learning its key skills and spending the amount of points a Style’s

28:00 cost is therefore equal to all of its required skills and its style familiarity perk

28:05 Adept combatants in certain martial arts Styles gain bonuses to recognizing and defending against deceptive Maneuvers

28:11 made against them in their own style these are given as options to players who may wish to add both a mechanical

28:17 and role play aspect to the techniques they adapt but they can also just serve as blueprints for players to better

28:23 build their characters to their liking whether you’re playing in medieval Europe and utilizing historic

28:29 swordsmanship techniques or playing in a street fight looking for any advantage you can get gerp’s martial arts is

28:36 guaranteed to bring a vast depth of options to your campaigns this is Batman signing out Social Skills

28:46 social skills the bread and butter for socially awkward nerds to truly simulate what it’s like to be a normal person

28:52 most games like Dungeons and Dragons portray the art of talking to someone properly to a singular stat like

28:59 Charisma and essentially make it useless for any character who doesn’t have it

29:04 gurps handles this in a much different way where uncertain social interactions are decided using the reaction table

29:12 the game master rolls against this whenever the players are interacting with a non-player character and use it

29:18 to determine a general reaction a potential combat situation requests for Aid requests for information or loyalty

29:26 if you know gurps then you know it’s like golf lower roles are better however this is not the case for the reaction

29:32 table in this case rolling a three would be the absolute worst case scenario enrolling in 18 would be the best

29:39 gerp’s roles normally skew towards the average but there’s many ways in which you can influence the reaction table for

29:45 your own gain the first and most obvious way you can make people react to you better is by having points and

29:51 appearance levels they’re essentially subjective tiers of how attractive a person can be ranging from horrific to

29:57 transcendent when you first make a character you assume they’re an average Joe with no special bonuses in these fields

30:04 is the same for the other bonuses or negatives say for a few depending on the campaign you’re in let’s get into

30:10 language and culture in real life not everybody knows languages at the same literacy or

30:15 fluency as others gurps reflects this fact by having a scale of comprehension levels for a language your character may

30:22 have learned don’t worry a character spoken in written native language doesn’t cost any

30:28 character points languages are split between how you can speak them and how well you can read them your literacy

30:35 doesn’t impact reaction roles but your ability to speak does doing negotiations

30:40 is a lot harder when there’s a clear language barrier comprende let’s talk about culture shall we we can treat it

30:47 similarly to language where to be familiar with your own Customs is free of cost anytime you are dealing with a

30:53 culture you are unfamiliar with you suffer a minus three to any relevant skill check including social skills that

31:00 impact the reaction table however you can buy familiarity in a culture with your points to negate this penalty

31:07 some other factors you could play into your reaction modifier are your reputation and your importance to show

31:12 how people see your individual character you can put points into or gain points from your reputation

31:18 you can also change the scale of people that have those opinions representing how one group may like you and another

31:23 may not you can’t win them all right sometimes it doesn’t matter what people think of you you still got the power

31:29 that’s what importance is used for there’s two ways that this can be represented through status and through

31:36 rank status is basically your born social standing most games have it ranging from minus two to eight minus

31:43 two being the poorest peasant and eight being the Pinnacle of power rank is a version of status but is representative

31:49 of your footing in an internal organization like the government or a secret cabal it’s normally cheaper than

31:55 status but if you want rank to replace status then you’ve got to dish out more points to do so moving on there are many

32:03 different advantages and disadvantages that Grant special bonuses or penalties to reaction roles made against you

32:10 there’s quite a lot it would take way too much time to get into all of them just know that if your character is

32:16 predisposed to and pardon my French being an [ __ ] people will react to

32:21 them worse let’s move on to influence roles gurps has a plethora of skills that allow you to use social strategy to

32:28 force a good reaction on the reaction table each of them are suited for their own scenarios or time frames so make sure to

32:35 read the fine print when taking them you’re not going to use intimidation to serenade someone and you sure aren’t

32:41 going to use diplomacy while in combat to make an influence role just roll a quick contest with your skill against

32:47 the Defenders will score if you win you get the good reaction if you lose you

32:52 get the bad reaction however there are a few exceptions I think you’re all good to go Recovery

33:02 whoa there welcome to the waking world you took quite a hit when you were last

33:07 awake so take it easy folks around here call me Doc Mitchell do you have any idea what was happening

33:13 before I’m guessing that’s a no well it don’t matter you seem to have your faculties

33:19 at least you mentioned something funny last you were awake something about being a gurps player

33:25 well I took the liberty of searching your person while you were out and found a few notes that may be of use to you

33:31 they seem to be about recovery and reaction roles kinda ironic don’t you think let’s start with recovery first as

33:39 it seems you have a proclivity for getting into trouble if you ever find yourself unconscious it

33:45 normally takes a good amount of time to get your bearings it takes longer depending on how many hit points you

33:51 have if you’re at one or more hit points then you recover automatically after 15 minutes if you’re below zero but not

33:58 below negative one times your total hit points you gotta roll against your health score every hour for a refresher

34:04 you would roll the same with most checks by Rolling three six-sided dice if it’s equal to or under your health score you

34:10 succeed if you do succeed then you wake up thankfully you don’t got to make any

34:16 more checks to stay awake every turn as is normal if you’re below zero that is

34:21 until you receive a new injury if you’re below negative one times your hit points then you can only make one Health roll

34:28 after 12 hours it goes the same way if you succeed but if you fail you aren’t

34:33 able to wake up without medical assistance if that’s the case then you’re in real trouble until someone

34:39 helps you you’ll be unconscious but also rolling against your health score every 12 hours if you fail any of those health

34:45 checks you die now don’t get jittery on me I’m going to get into how you can recover from damage

34:52 if you give your body some time to recuperate after being damaged you’ll get a small bit of your hit points back

34:59 if you spend a day of rest and you’ve got food in your belly you can make a health roll at the end of the day if you

35:06 succeed you gain back one hit point that’s not very ideal for anything worse

35:11 than cuts and bruises however if you’ve got the first aid skill you have a few more practical options to keep yourself

35:16 patched up the quick option is by using your skill to bandage a wound on a successful roll

35:22 you take one minute to restore one hit point to another person the longer term option is by using the

35:29 first aid table it shows the amount of time needed to heal the person depending on the time period you’re in

35:36 now if you got a more complicated issue there’s always surgery you’ll need the surgery skill to pull

35:41 these kinds of Maneuvers off things like stabilizing mortal wounds repairing lasting crippling injuries and repairing

35:49 permanent crippling injuries will be possible to you if you have that skill you see the situation you were in was

35:55 that you had suffered a mortal wound when I got to you I used my surgery skill to stabilize you so you didn’t die

36:02 when someone’s taking time recuperating in a hospital or under the care of a doctor like me their hit points are

36:08 restored faster than normal people who are being cared for by someone with a physician skill of 12 or higher get a

36:15 plus one on recovery rolls and the caretaker can also roll against that skill to restore more hit points if

36:22 needed I think that’s it for Recovery now to get onto reaction roles whenever the

36:27 players meet a non-player character that they don’t know the game master has the option to roll against the reaction

36:33 table it’s most appropriately used for people who may be a bit shaky towards the players rather

36:40 meet someone the table works opposite to most roles and groups this time higher rolls mean a more positive outcome if

36:47 you’ve got a silver tongue or quick wits you can use influence roles to force a good reaction to do so you roll a quick

36:55 contest with your influence skill against the person’s will if you win you get the good reaction if

37:01 you lose you get the bad reaction there’s a lot of ways a character can be built that can affect reaction roles

37:07 things like how you look your general disposition towards people and your allegiances can impact reaction roles

37:13 made towards you for better or worse I think you’ve learned enough to head out on your own now I wish you good luck

37:20 on whatever Journey you may make [Music]

37:30 now with some more interesting news a courier and gerps player has been found roaming the roads of New Vegas after

37:37 surviving gunshot to the word around the streets

37:42 E38 by the behest of Mr House of all people I see you’re finally here Advantages

37:49 you’ve clearly received my message and there is some important business we must discuss

37:54 the subject matter in question is about your contract you do know what your job was yes

38:00 it was to deliver the Platinum chip to me its rightful owner however it

38:06 requires someone with proper familiarity with gurps to handle it I can’t have you squandering years of research and

38:12 funding so I’ll teach you some Vital Information about advantages advantages are traits that can be bought

38:19 with character points that portray a wide variety of abilities or circumstances there are six different

38:25 classifications of advantages those are mental physical social exotic

38:32 Supernatural and mundane each of these types correspond to an icon or lack

38:37 thereof these are important to distinguish between what abilities may be appropriate for your campaign a

38:44 realism game would not have characters with exotic or Supernatural advantages not all advantages have a flat cost to

38:52 them some are arranged in levels where you would just spend the amount of points as desired as it is with most

38:58 scenarios the game master has the power to ban any advantage they please for those who wish for a discounted

39:05 price on an Advantage they want or to amplify its power modifiers will be able to supply that option modifiers add

39:13 percentage points to the point costs of advantages in the form of enhancements or limitations

39:18 enhancements add to the cost while limitations subtract from it if you have

39:24 more than one you total them to find the net modifier also you cannot use modifiers to reduce

39:30 an advantages cost by more than 80 percent did you get all of that well

39:35 this briefing is over it seems the Platinum chip has fallen into the hands of Caesar so you better get going I’ll

39:42 see you soon the mysterious Courier was last seen Ranged Weapons

39:48 running out of the Lucky 38 and into dangerous Legion territory I don’t know

39:54 about you folks but I’d like to have some of what they’re having so I finally get to meet the ever coveted Courier

40:01 don’t worry your platinum chip is safe but know that it won’t be if you don’t do exactly what I say

40:07 you can always refuse but know that you’ll be leaving while hung up on a cross we’re going to be looking at

40:13 ranged weapons and how exactly they work they’re formatted similarly to melee weapons but there’s a few distinctions

40:19 that you’ll need to know muscle-powered ranged weapons steel damage the same way as melee weapons where they use the thrust table to show

40:27 the final damage value with Firearms this is not the case a bullet is a

40:32 bullet being stronger will not make it fire harder the next important variable to discuss is the accuracy value this is

40:40 what you add to your effective skill after making an aim maneuver say the accuracy score of a ranged weapon is

40:45 three and your skill is 15. if you spent just one turn to aim you’d be rolling

40:51 against an 18 on your next attack roll instead of a 15. the next thing to discuss is the range

40:58 ranged weapons normally have two values shown in how many yards they can fire a projectile

41:04 the first number shows how far you can shoot without any damage penalties anything past that starts dealing half

41:09 damage and targets have plus three to health rolls when dealing with wounds the second number is the maximum range

41:16 it can hit a Target at muscle powered ranged weapons will have an X next to their numbers that just

41:22 means you multiply your strength score with the given number the weight of ranged weapons includes

41:27 the weapon and how heavy a full Magazine worth of ammunition is the rate of fire is how many projectiles

41:34 your weapon can shoot in a single turn I’ll get into how you roll for those kinds of attacks soon

41:40 the shots column shows how many projectiles can be fired from a weapon until it needs to be reloaded the number

41:46 in parentheses is how many seconds you have to take to reload it the bulk scores how cumbersome the weapon is to

41:52 wield you subtract this score from your skill when you make a move in attack and also for when you’re trying to make a

41:58 holdout check to hide it The Recoil stat is vital for making rapid fire attacks with ranged weapons

42:04 if you fire more than one bullet in a turn you must declare that you’re doing so before you make any

42:11 this means stating how many bullets are fired say you decided to fire three times with a weapon that has a recoil

42:18 value of two you succeed on your role to hit and beat the check by three The

42:23 Recoil value gives you an extra shots worth of damage for every multiple you succeed by since you only succeeded by

42:29 three you get one extra shot allow me to end things here with a test for you you answer correctly and you get

42:36 the chip are we at an understanding a combatant is holding a weapon with an

42:42 accuracy score of four with a recoil value of two his skill with the weapon is a 14 and he

42:48 made the aim maneuver last turn with no other penalties he chooses to fire five times in rolls of 15.

42:54 how many shots strike his Target Weapon Skills

43:05 this must be the new recruit you’re here for research and development right at ease allow me to introduce

43:12 myself you can call me ocelot I’m the Tactical instructor here on mother base your file here says that you’ve had

43:19 minimal firearms training if you expect us to keep you around you’re gonna need more experience behind the barrel of a

43:25 gun lucky for you you got here just in time I’ve got room in my schedule for a one-on-one lesson on how Firearms work

43:32 in gurps let’s get started weapon skills in general can be treated as the same as

43:38 any other skill when you want to fire a gun you roll against the skill you have in the model you’re using the gun skill

43:45 isn’t a catch-all you have to specialize when you put points into it so if I were to be using a revolver I’d be rolling

43:51 against my pistol skill however most gun skills will default to each other so you

43:57 won’t be completely useless if you don’t have every single one if you’re familiar with how gerb’s

44:03 combat turns go a single round will last one second and you’re normally allowed one maneuver and a step per turn to

44:10 unholster a weapon you’ll need to take a turn and make the ready maneuver however if you want to forego that you can roll

44:17 against Fast Draw skill if you have it and if you succeed you can ready your weapon as a free action on that turn

44:24 reloading a weapon will also require you to make the ready maneuver to do so

44:29 however it’s normally going to take more than just one second depending on the type of magazine you’re dealing with

44:36 there’s also a fast draw skill for ammunition however it doesn’t negate the time taken only shaves off some of the

44:42 time spent depending on the type of gun you’ve got here on mother base we take our shots

44:47 carefully that means that if you have the time for it making an aim maneuver before you fire is an important thing

44:53 for you to do when you make the aim maneuver you must specify a Target that you can see

45:00 doing this will add to any range skill attack towards them equal to your accuracy bonus however you can choose to

45:06 aim for longer if you wish if you aim for one second longer you get a plus one bonus to your next attack on

45:13 that Target if you aim for two or more seconds longer you get a plus two instead there are ways other than just

45:19 aiming to gain a bonus to your firearm skill one of them is through weapon attachments magnified Scopes grip

45:26 attachments and others are tools to fully utilize your skill set on the battlefield however Engravings

45:35 give you no tactical Advantage whatsoever another way you can add bonuses to your

45:41 weapon skill is through bracing this is a way to stifle the kickback from the gun from a position of cover you

45:47 normally gain plus one from bracing but this can be increased with equipment such as bipods

45:53 let’s give an example say big boss is looking to Target someone assuming he has a 14 skill after the range penalty

46:00 he takes two seconds to aim adding the accuracy bonus of two on his pistol and

46:05 the plus one for aiming for an extra second additionally due to his positioning behind cover he chooses to brace his

46:12 pistol on the stairs giving him a plus one his effective score now is 18. these

46:18 bonuses have greatly improved his ability to hit his adversary and thus is more easily able to Target the head

46:24 this should prove to you that it’s not raw talent or character points that can win you a fight but also your knowledge

46:31 of the environment and the Maneuvers that you can use in game I was just discussing range penalties

46:37 before so let’s get into them now if you’re using a ranged weapon you’ll be Consulting the speed range table quite a

46:44 bit when you’re attacking a Target more than two yards away from you whether it be how far they are or how fast they’re

46:50 moving you use the linear measurement side of the chart to see what penalty you need to apply to your skill be sure

46:56 to round up if you have a number in between values for instance if a Target is 23 yards

47:02 away from you you suffer a minus seven to your skill for ease of use you can ignore the speed column unless a Target

47:08 is moving faster than 10 yards per second let’s get into some of the more tactical Maneuvers that you can use with range

47:15 combat you can typically fire through an occupied hex which may look like shooting through someone else on your

47:22 board so long as you don’t miss your attack the person you’re firing through is not at risk of being hit by you

47:28 just know that any person in the way gives you a minus four penalty if you’re behind cover and need to

47:34 quickly make a shot and then return to cover you can make a pop-up attack you incur a minus two penalty and are unable

47:41 to aim but you’re able to move forward one hex and then back one hex behind cover sometimes the situation calls for

47:48 some indiscriminate gunfire in a given area to apply suppression fire you must have a weapon with a rate of fire of

47:55 five or higher you’ll need to make the all-out attack maneuver as well when you do so you must pick a two-yard Zone

48:01 within your weapons range and begin shooting anyone within the cone of fire can get shot at Friend or Foe when

48:08 firing your effective skill score cannot go above six plus your rapid fire bonus or eight if you’re using a weapon

48:15 mounted on a tripod depending on the setting of your campaign the shooting rules can also

48:21 differ modules such as gunfu or tactical shooting can dictate how realistic or

48:27 how cinematic Gunplay can be so be sure to take into account you or your players preferences when setting the legal

48:33 modules all right time’s up if you want more information on how to read a gun stat

48:39 block check out the video shown here stay safe and good luck I don’t want that Talent going to waste you’re pretty

48:46 good hey there I saw the commotion you made downtown Powers

48:51 thankfully nobody got hurt I get that you’re coming into some Powers you may not completely understand

48:56 so just take it easy deep breaths it’s not easy to say this but you’re a

49:02 metahuman and it’s now your responsibility to keep your powers under control you’re in good luck though I’ve got some

49:09 time to teach you something that you can use to keep track of superhuman abilities and their sources is gerp’s

49:15 Powers a supplementary Source book for more cinematic gerps games gurps powers can show you the ropes on how to apply

49:21 its added advantages and modifiers to enhance your play or even to create your own unique superpowers

49:28 let me start at the basics what is a power in gurps powers are designed using three

49:35 main tenets a set of advantages that show how to use it with the game mechanics of gurps the power modifier

49:41 that binds those advantages to the power and then a power Talent which is how effective you are with your set

49:47 abilities finding suitable abilities for whichever power your character may have can be

49:52 pretty easy especially when you have the powers book there are loads of added on pre-made ways to use the advantages

49:58 given to you in gerp’s basic this will make it much more available to make unique superpowers that fit exactly what

50:05 you want don’t forget to check out the power-ups books too as they can offer even more modifiers and limitations that

50:11 can apply to these advantages just remember Powers is a much more variable book in how the balancing may work in

50:17 game so the game master has to work extra carefully to allow and disallow certain things that may not work for

50:23 their campaign or for the relative power level and finally your talent in a given

50:28 power these are Level traits that measure how effective or experienced you are with your powers

50:34 they’re different to mundane talents in that the bonus you purchase with your character points applies to all of the

50:40 powers listed in the given Focus let’s say you’re taking after killer frost she’d likely take a good amount of

50:46 powers from the cold Focus she’d also have several points in the cold Talent as well

50:51 by purchasing three levels her cold abilities that require roles will have a plus three bonus remember

50:57 your power Talent is only applied to roles that are meant for Success roles against attributes secondary

51:03 characteristics or skills to use your power’s abilities it does not apply to

51:08 damage roles or roles required by any limitation or disadvantage for abilities that don’t require roles

51:14 it may be good to allow players some leeway in how their talent manifests itself in play however this can depend

51:20 on the situation or the style of the power itself if you’re going to use gerp’s powers and

51:25 you’re a newer game master it’s best to use some rather than all of it pick a

51:31 slice that you’re familiar with or you think will fit with your setting and work with that I guarantee you that your

51:36 players will extrapolate within your setting and make something unique of Their Own let’s just look at the universe of

51:43 avatar The Last Airbender for instance a gerp’s setting within that world would only have a few of the many focuses

51:49 given to you in gerp’s Powers but there are many ways in which the people exist within the boundaries created by the

51:55 bending types I think there’s some seismic trouble in the Pacific I’m really sorry but I have

52:01 to leave you for now I know for certain that if you read Powers over you’ll be a master of your own future characters and

52:08 campaigns to come your gurps games are going to be great I can just tell

52:13 and if you ever want in on the league I’ll be sure to leave a good word in just as long as you master your powers Magic

52:24 greetings tarnished it’s about time that you’ve reached my abode

52:29 I am very grateful for your eagerness to carry out my will but I require one

52:35 thing of you before you put yourself In Harm’s Way you don’t seem very well

52:40 versed in the art of spell casting though you do have potential do not fret

52:46 I have learned under some of the greatest magicians in the lands between and I can serve as a guide for you

52:53 magic can seem daunting at first but it uses much of the same Mechanics for

52:58 regular actions I have no doubt that you will pick it up quickly let’s begin

53:03 exerting your will through magic is represented with spells there are hundreds of spells that can be learned

53:10 each of them belonging to a different College of magic magic spans the vast

53:15 fabric of our reality so there are many possibilities of what can be done with spells

53:20 treat an individual spell as a skill for the purposes of purchasing it with character Points each spell is learned

53:28 at the Hard difficulty except for spells with VH next to them which means they

53:33 are very hard treat all spells as IQ skills this system Demands a studious

53:39 mind in order to be a magician to refresh your memory on buying skills

53:44 if I intended to buy an average spell at a plus one bonus I would spend eight points a way that a character can

53:51 represent their prowess and Magic is through the majory advantage you purchase it in levels and it is added to

53:57 your spell skill modifier for example if a character’s IQ is 11 and their major level is two they add 13

54:05 to their spell skill bonus it is suggested for game Masters to have a limit on a majory level for characters

54:12 set between 3 and 7 depending on the power level of your campaign otherwise

54:18 you can risk the Power Balance of your characters allow me to show you how to read a spell I will use the spell night vision as an

54:25 example firstly there is the name as stated before if it has VH next to it

54:31 then it is treated as a very hard spell next we have the spell type there are a

54:38 few distinct types of spells I will get into the rules about how to cast them shortly the duration of a spell is not

54:45 typically stated because most times a spell only lasts for one second this is

54:50 also true for the time to cast if you do not see it you only need to spend one

54:56 second making the concentrate maneuver to cast a spell the cost of a spell is how many fatigue

55:02 points you must expend so your magic can be invigorated with your energy on

55:07 spells with the duration there will be a maintenance cost that you must spend if

55:12 you wish to keep the spell lasting for longer than the original duration equal

55:17 to the same interval as before for instance if I were to cast night vision

55:23 and maintained it for its full duration of one minute that would require me to

55:28 spend three fatigue points upon casting the spell if I wanted to keep the spell going for

55:34 another minute I would spend one fatigue point if you are low on fatigue points

55:39 you can also expend hit points to cast spells instead just know that you use the same rules for taking damage this

55:45 way and that it also can be constituted as blood magic depending on the campaign

55:51 a spells prerequisites are what you need to know before learning the spelling

55:56 question you must have at least spent one point in the listed spell to be eligible sometimes prerequisites can

56:04 also take the form of attribute scores or advantages like majorie

56:09 I hope you have a grasp on how a spell is read because now I will begin instructing you on the different classes

56:16 of spells there are nine different classes of spells that can be casted split due to the differing ways they are

56:22 ruled in play the first class of spell is the regular spell it affects only one subject assuming an

56:30 average human-sized Target regular spells work best when you can both touch and see the target if not you

56:37 must apply penalties to your skill when casting the spell the next class of spell I will discuss are area spells

56:44 these do not Target a single subject rather a given range that can be

56:49 increased given how much fatigue points you are willing to spend area spells also have ranged penalties similar to

56:56 regular spells but you instead measure from the nearest edge of the area rather than its Center

57:02 melee spells have two parts to them one where you cast the spell and the other where you attack with it

57:09 to cast a melee spell you must take the necessary time concentrating then roll

57:15 your skill roll and pay the energy cost this can be centered on your own hand or

57:21 a magical staff you are wielding you can then choose to hold the spell or attack with it

57:27 cannot cast another spell when holding a melee spell a necessary thing to note is

57:32 that if you attack and your opponent successfully defends the spell is not triggered it only does so if damage is

57:39 dealt missile spells can be treated similarly to melee spells wherein there

57:44 are separate roles made when casting and firing the spell a key difference being that you can choose to enlarge an

57:51 already cast missile spell increasing its power by fueling it with more energy however you cannot enlarge it for more

57:58 than three turns blocking spells are uniquely not made on your turn rather

58:03 they’re cast as an active defense if you were concentrating on a spell before you

58:09 immediately lose concentration if you are casting an information spell

58:14 the game master makes your role for you if you succeed the spell goes as normal

58:21 if you fail you learn nothing if you critically fail the GM lies to

58:26 you resisted spells are rather a tag than an individual spell class it essentially

58:33 means that the subject has a chance to resist the Spell’s effects given they

58:38 succeed on a quick contest with the given attribute versus the skill of the

58:43 casters make sure to account for the rule of 16 wherein for Supernatural resisted

58:50 attacks against a living subject the attacker’s skill can be no higher than 16.

58:57 enchantment spells are for extremely experienced magicians that subject can

59:02 wait for another time if you have the rigor for it special spells are a tagline for spells whose descriptions

59:08 are too specific to fit in with other classes their rules are each unique

59:13 one last thing I should discuss is the fact that the more skill you have in a spell the easier they are to cast the

59:20 amount of time it takes to prepare them the number of motions you need to make and the amount of fatigue points it

59:26 costs can all be reduced given you have enough skill in a spell these do not override the costs of blocking spells or

59:34 the amount of time it takes to cast a missile spell however you have greatly proven yourself to me

59:41 tarnished given more time and study you can become a true master I wish you well

59:47 in your travels May the Stars guide you to your true destiny

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