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Old 11-10-2024, 10:17 AM   #1
DouglasCole
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Default Mission X: Launching in 2025

Despite the retreat from Gaming Ballistic being my full-time job, I still love TTRPGs, and so I wanted to get it out there: I intend to bring Mission X to fruition in 2025.

It is focused on modern action, with inspiration from Stargate SG-1, Aliens, XCOM, and the like. A streamlined, rebuilt engine focusing getting new and experienced players to the table. Fast and smooth character generation and gameplay in the genre GURPS does better than just about all other games.

Mission X will come to the table with a consolidated skills list – about 65-70 skills that represent clusters of ability - with simpler pricing, plus reorganized and rewritten traits. Different damage scaling and using an evolved version of Conditional Injury from Pyr 3/120 embedded throughout.

This is going to be a full, self-contained game (think the Dungeon Fantasy RPG Boxed Set, not the worked-example genre books), that takes the best and most on point concepts from a very large licensed corpus of prior art, including some of my own Pyramid articles. It's designed to attract new players to a genre GURPS does better than just about any other game, fast to the table and fast at the table.

https://www.kickstarter.com/projects...stic/mission-x

Please click and follow the link to keep up with the project as more details become available. It won't be launching this year, but it is my top priority for 2025.
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Old 11-10-2024, 10:44 AM   #2
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Default Re: Mission X: Launching in 2025

Sounds good! Would you like to write Designer's Notes for The Path of Cunning?
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Old 11-10-2024, 11:01 AM   #3
DouglasCole
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Default Re: Mission X: Launching in 2025

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Originally Posted by johndallman View Post
Sounds good! Would you like to write Designer's Notes for The Path of Cunning?
Sure ... but I want to finish doing the game first. I'm still designing!
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Old 11-10-2024, 11:26 AM   #4
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Default Re: Mission X: Launching in 2025

What can you tell us about the narrative side? What sorts of abilities will PCs have?
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Old 11-10-2024, 11:31 AM   #5
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Default Re: Mission X: Launching in 2025

I've been looking forward to Mission X ever since you started dropping hints of it, so I'm excited to read that it's set to come out next year. I had originally been under the assumption it was more like action-oriented Space Opera - but military science fiction is pretty close to that already, so it probably won't take much tweaking to get there (and maybe it will work for that straight out of the box - the difference between the genres is often more just in what they focus on).
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Old 11-10-2024, 11:32 AM   #6
DouglasCole
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Default Re: Mission X: Launching in 2025

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Originally Posted by PTTG View Post
What can you tell us about the narrative side? What sorts of abilities will PCs have?
Pretty mundane stuff for the core set, though I suspect at least one of the suggested settings will need some sort of psion.

The game borrows/steals heavily from Action and Monster Hunters, so there's a lot more than killing aliens and taking their stuff.

Powers/abilities that are beyond the usual set of traits and skills are strongly setting dependent, but even now I can say "it's more than just combat. A lot more."
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Old 11-10-2024, 11:33 AM   #7
DouglasCole
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Default Re: Mission X: Launching in 2025

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Originally Posted by Varyon View Post
I've been looking forward to Mission X ever since you started dropping hints of it, so I'm excited to read that it's set to come out next year. I had originally been under the assumption it was more like action-oriented Space Opera - but military science fiction is pretty close to that already, so it probably won't take much tweaking to get there (and maybe it will work for that straight out of the box - the difference between the genres is often more just in what they focus on).
That sounds accurate. I am taking pains to make sure the game engine broadly supports man-portable ranged death, which means Age of Sail to Star Trek.
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Old 11-10-2024, 02:15 PM   #8
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Default Re: Mission X: Launching in 2025

Any teaser on what the "evolved" version of Conditional Injury looks like?
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Old 11-10-2024, 02:24 PM   #9
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Any teaser on what the "evolved" version of Conditional Injury looks like?
The original version had Severity 0 as "you just took the equivalent of 1xHP in one blow." A Severity -6 wound was 10x less severe, and a "scratch."

The original version had you making HT rolls, even penalized, straight-up to avoid things like wound accumulation.

The new version has Severity 1 being a "scratch," and each +6 Severity is x10 worse wound. So Sev 1 is 'scratch,' Sev 7 is "roll for KO" and Sev 13 ... unlucky 13 ... is "instantly and unrecoverably dead."

https://chaoticgm.wordpress.com/tag/conditional-injury/

The Chaotic GM is on my playtest crew, and we're giving all of the tweaks on that page a workout. Wound accumulation is 3 + HT/2 (and it works great in play still, as he noted). We have a solid universal rule for multiple hits from rapid fire.

Damage is reported not as dice of damage, but the typical wound on a typical human torso. What was (say) 6d pi damage would be about 9B+0 pi (+0), which is Severity 9, and the Damage Variability Roll is unmodified at +0, and the injury of any inflicted wounds is also unmodified (if it were 6d pi+, the new rating would have been 9B+0 pi (+1). Because the wound conditions are based on the Size and Speed/Range Table progression, +50% damage is just +1 injury level.

We did have to do some predictable things for armor and DR (and I say predictable because while I did derive the end state we're using myself, I've now seen it a minimum of two other places, so clearly a road well traveled).
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Old 11-10-2024, 02:36 PM   #10
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Default Re: Mission X: Launching in 2025

Quote:
Originally Posted by DouglasCole View Post
The original version had Severity 0 as "you just took the equivalent of 1xHP in one blow." A Severity -6 wound was 10x less severe, and a "scratch."

The original version had you making HT rolls, even penalized, straight-up to avoid things like wound accumulation.

The new version has Severity 1 being a "scratch," and each +6 Severity is x10 worse wound. So Sev 1 is 'scratch,' Sev 7 is "roll for KO" and Sev 13 ... unlucky 13 ... is "instantly and unrecoverably dead."

https://chaoticgm.wordpress.com/tag/conditional-injury/

The Chaotic GM is on my playtest crew, and we're giving all of the tweaks on that page a workout. Wound accumulation is 3 + HT/2 (and it works great in play still, as he noted). We have a solid universal rule for multiple hits from rapid fire.

Damage is reported not as dice of damage, but the typical wound on a typical human torso. What was (say) 6d pi damage would be about 9B+0 pi (+0), which is Severity 9, and the Damage Variability Roll is unmodified at +0, and the injury of any inflicted wounds is also unmodified (if it were 6d pi+, the new rating would have been 9B+0 pi (+1). Because the wound conditions are based on the Size and Speed/Range Table progression, +50% damage is just +1 injury level.

We did have to do some predictable things for armor and DR (and I say predictable because while I did derive the end state we're using myself, I've now seen it a minimum of two other places, so clearly a road well traveled).
Just nodding my head saying "hell yeah" as I read this. I've played around with CI a lot: variant rules across blogs, a mental stability system, fusing it with The Last Gasp, etc. Really excited to see how this plays out in Mission X.
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