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One of the smoothest upgrades in Mission X is how specialization works.
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Mission X keeps the elegant GURPS idea that skills improve with investment but makes the math cleaner and faster.
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One of the first things you’ll notice when building a character in Mission X is how the skills have been distilled.
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The Game Basics chapter lays the foundation for every character in Mission X, and it does so with selective precision.
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Mission X prioritizes genre fidelity in combat.
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The “B-scale,” taken from the notion of “Basic Damage Potential,” is logarithmic by design – and that design comes straight from the GURPS core you already know.
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If you’ve ever looked at the Size and Speed/Range Table in GURPS and appreciated how cleanly it can be used to scale an entire game world, Mission X takes that same elegant and useful progression and applies it directly to damage, armor, and a lot of other
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Mission X keeps only the cultural and linguistic rules that matter in modern-action and sci-fi games – and makes them fast and useful.
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Combat in Mission X, as a Powered by GURPS game, relies heavily on secondary attributes.
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A break from the systematic exploration of the character book!
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Mission X introduces the “B-scale” logarithmic damage system.
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Strength is cheaper in Mission X – only 5 points per level instead of the old 10.
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GURPS veterans will notice the first big change the instant you look at a character sheet: there are “officially” six Basic Attributes instead of four, representing the game’s core stats.
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Character points are the currency of Mission X, giving a measure of player choice.
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These next few posts will start delving into the character generation chapters.
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The Introduction sets expectations right from the start: This is not the full GURPS library and it doesn’t try to be.
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When I wrote “Conditional Injury” for Pyramid #3/120 back in October 2018, the goal was simple and practical: replace the familiar but sometimes fiddly hit-point system with a single, effects-based wound condition that still scaled properly to creature si…
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If you’ve played GURPS for years, you’ll recognize the bones instantly – but the muscles have been boosted for modern action the same way Dungeon Fantasy RPG enchanted them for fantasy.
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Before anyone spends a single point, Mission X wants you to sit down and get real.
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In Mission X the GM sets the scene, but the players decide what their characters actually do.
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Forget “present day only.”
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If you’ve ever looked at the Dungeon Fantasy RPG and thought “this is what GURPS should feel like for fantasy – complete, focused, and fast at the table,” then Mission X is going to make you pretty happy.
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Hey everyone, just wanted to drop a note so you know Mission X is still very much alive and making good, steady progress.
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Posting on behalf of Chris Eisert, who did some TFT artwork with me a while back… WE ARE HALFWAY THERE!
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Important Update for 2025/2026 Sorry folks, life got complicated this past year.