Mission X Skill Pricing
Mission X keeps the elegant GURPS idea that skills improve with investment but makes the math cleaner and faster.
Every skill level costs a flat 5 points. The first level gives you skill modifier –2. The second level brings you to full attribute level (+0). Every level after that is a clean +1 modifier. Want to be solid but not elite? Spend 10 points and you’re rolling at full attribute. Want to be an expert? Add 5 points per level. The quick formula in the book (10 pts to reach +0, then +5×N) means you can build a character in minutes instead of wrestling with multiple cost tables. Playtesters remarked it’s faster to make a character with pen-and-paper than any sort of computer aid.
Untrained use is likewise simple: It’s based on half whatever the most applicable Attribute is. Want to punch someone? That’s DX/2 at zero points. Better layer on some attack options!
This pricing follows the the GURPS philosophy that skills represent focused training – including more-rapid gains at initial point spends. It rewards depth without punishing breadth. With the new clustered skill list, each skill now covers more ground, so the points you spend feel more impactful, and you need fewer skills to create a competent character.
GURPS veterans should feel instantly at home. New players will appreciate that they can make a competent operator without needing a spreadsheet. And because specialization is free (more on that next week), you can fine-tune your niche without spending extra points.
Over the next weeks I’ll be making posts talking about the different chapters, the game development, what MX is … and what it’s not. Please stay tuned! If you want to follow on Kickstarter so that you will be on board immediately when it launches, please click here to jump over to the promo page!