Project Apogee:Rules

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Merits

Agents of Project Apogee have access to a number of Merits which represent their resources within the organization in addition to the Status Merit.

The Contacts and Allies Merits are used exclusively for such as exist beyond the scope of the Project. All agents of Project Apogee obviously have Contacts and de facto Allies within each department.

Retainers are allowed, but would require significant explanation. Apogee isn’t too keen on shipping warm bodies to hot spots just because they’re part of someone’s entourage, and any retainer must be significantly useful in their own right.

Mentors are far more likely, and might remain in contact with agents in the field. Many former agents remain on the payroll as advisors, and veteran agents often take less experienced agents under their wing.

The Armory Merit is common among agents, and agents are encouraged to keep an armory. Common armory designations for members of the Project are Terrorist Gear, Police Gear, Foreign Arms, Incendiaries, Tactical Gear or Civilian Arms. All but the highest levels of the Resources Merit are trivial compared to the retirement options for effective agents, and are thus seldom, if ever, used on luxury spending.

It is usually advisable that a team have at least one member with Explosive Ordinance Disposal (EOD) experience, although this is not mandatory, as there are usually ways around such issues.

Polyglots (those with multiple Language Merits or those with the Multilingual Merit) are common among Project members, although mystical means of circumventing such necessities are common. As an international organization, Apogee has multiple individuals on staff who can act as interpreters, provided they are on Support for the mission. The most commonly useful languages are Russian, Chinese (Mandarin or Cantonese), Korean, Italian, English, Arabic, Hebrew, French or Indian (Urdu or Hindi). A few agents have historically found it useful to speak Pakistani-Indian (Punjabi), Finnish (Suomi) or Gaelic. Although there exist hot spots in South Africa, agents do not typically learn Afrikaans, preferring instead to study German and English and puzzle it out.

Various Fighting, Shooting and Driving Styles are so ubiquitous among agents as to be beneath mention.

Fame is absolutely prohibited. Period. Agents who obtain Fame are asked (and far more often told) to retire.

Bureaucratic Navigator is considered an essential Merit for any agent intent on trying to attain anything outside the scope of their GI equipment.

Many members of the project are Decorated, although this doesn't benefit them nearly as much as it might have in the civilian world.

Inspiring characters, as well as Ingratiating Wanderers, those trained in Small Unit Tactics and those who are Well-Travelled are usually considered boons to the Project, and may find themselves the best-liked members of their squads.

All agents are, technically Sworn Officers, but as their department isn’t recognized by the UN (nor officially by Interpol) and their duties take them too far out of jurisdiction to exercise their duties. It is possible, however, the an agent work as a double-agent for another agency, such as the CIA, Mossad or Interpol proper, though it’s extremely rare. A character might also have one dot in this merit by virtue of being a legally licensed Military Contractor or an international Bounty Hunter.

As you will see below, the New Identity Merit is broadly redundant with the benefit of the first dot in Status with the Project. Thus, Agents possess this for their own benefit upon retiring (or defecting) only.

Hallow, Locus, Harvest, Herd and similar Merits function as normal mechanically, but may have altered narrative descriptions. For the sake of such Merits, it is important to remember that Project Apogee has vast caches of resources, but still suffers an imperfect understanding of the Supernatural. Ergo, while a Werewolf might not have access to a single literal Locus, it’s possible that he receives daily “care packages” consisting of Touchstones. A Changeling, similarly, might be excused for R&R to Cancun to recover Glamour. Whatever the means, without these Merits supernatural creatures only have basic access to the resources they need and will have to look in the field for anything beyond that.

Sanctum, Lair, Haven and similar Merits are largely useless. The noteworthy exception would be Hollow, although under Special Circumstances below, it will be explained why this might not work as well as one would otherwise think.

Several Merits exist unique to Project Apogee. They are explained below.

New Merit: Pull (• to ••••• •••••)

Prerequisites: Status: Project Apogee (•) per ••
Benefits: Characters who possess the Pull Merit are capable of requisitioning supernatural equipment before missions. While Members of Project Apogee are typically limited to their own personal equipment and whatever they are issued, the Project has access to far more than they typically allow a normal agent to attain.
Each dot taken in this Merit represents one dot worth of special equipment that the character may access for a mission. Such items could be Tokens, Fetishes, Imbued Items, Artifacts or Endowments.
Each dot in this Merit allows the character to requisition one dot worth of such equipment temporarily. These dots may be freely exchanged for different pieces of equipment. The Merit dot rating of the equipment in question need only be the same, regardless of perceived utility.
Disposable items such as Trifles, Alchemical Items or Talens can be requisitioned with this Merit
Drawback: The agent is expected to return such equipment after the termination of a mission. Failure to do so is punishable and may result in temporary loss of access to Pull.

Status: Project Apogee (• to •••••)

Status in Project Apogee infers its own benefits, and agents who move up the ranks get more than pats on the back. With increased status, the character’s superiors will find themselves increasingly confident in the character’s abilities and will, thus, be more willing to work with them.

All agents are provided, by default, with the resources that they need to maintain false identities in the field. These are typically fire-and-forget throwaways that don’t stand up beyond mild scrutiny, but which are sufficient to give the agent something to recite while he is extracted. Note that agents who are captured due to negligence or stupidity are likely to be liquidated, most likely Lee Harvey Oswald-style. (Oh? You haven’t heard? Never mind then. No, it’s nothing. Forget I said anything.)

The benefits of the individual dots (in addition to the +1 Social die to influence other members) are as follows:

• Proven agents are given access to advanced training programs, allowing them to improve skills or abilities, both within and outside of the purview of normal training.
Benefit: The agent does not require in-game explanations for the acquisition of Attribute, Skill or Merit dots - Apogee has access to the appropriate facilities, material or contacts.

•• At this level, Apogee will overlook vices that would normally have been prohibited, provided such do not compromise missions. Snipers might steady their hand with a hit of pentazocine or a joint, field agents might take caffeine, amphetamines or cocaine to remain alert under stress, and stressed-out agents might sneak off for a quickie while their partner continues to monitor a suspect. All of this will be overlooked, provided it doesn't change the results. On more drastic notes, Mages may make deals with devils, werewolves may leave strange and vile chiminage for spirits and vampires might exsanguinate a terrorist for his precious Vitae. Activities that do not actively interfere with the goals of the project are considered personal matters among agents at this level. Mandatory counseling still occurs, and agents are expected to be transparent regarding such activities, but the agents are afforded their indulgences and, where they fall beyond the pale, warnings are typically issued before disciplinary action is taken for all but the most extreme violations.
Benefit: The agent may make use of equipment that is internationally illegal. The agent also does not receive a reprimand for plundering supernatural resources and is always allowed to make a roll to recover their supernatural power source during downtime or between missions.

••• At this level of Status, Apogee replaces much of the mandatory debriefing with more lassies-faire methods. These typically work better with supernatural creatures, and are actually the preferred method. The problem lies in that agents below this level of Status are not yet tested, and may suffer from as yet undiagnosed psychological disturbances. As such, until an agent achieves this level of status, debriefings are for the Project's benefit rather than the agent's.
Benefit: Given a full downtime opportunity between missions, the agent recovers fully, recovering all damage, loss of willpower and fully recharging their supernatural power source.

•••• At this level, an agent has proven himself and is guaranteed extradition and subsequent disappearance in case of capture by legal authorities. Within Interpol countries, this is usually as simple as "disappearing" the agent in question, usually sending them packing without a paper trail and destroying evidence of their passing. In non-Interpol countries, this usually involves kicking in the door and shooting. Whatever the case, recovering agents with this level of Status takes priority over other activities. This means, for the record, that surrendering to authorities in Interpol countries is considered an acceptable method of extraction, although it can set work back a few days in the worst of scenarios. Outside of Interpol members, this is still considered an option of last resort.
Benefit: In Interpol member states, the agent can, under normal circumstances, consider surrender to authorities as a viable method of (messy) extraction. In non-Interpol member states, surrender to authorities is not considered mission failure, nor does the character typically die under such circumstances.

••••• Agents who have made it this far are considered explicitly trustworthy. All but the least intrusive tracking devices and remote monitoring equipment may be removed at their request (although many agents feel more comfortable in the presence of such countermeasures), and they are given full autonomy to carry out their missions as desired, so long as neither Apogee nor Interpol have to clean up the mess.
Benefit: The agent does not typically have to clear even unorthodox decisions with Project leadership. The agent does not suffer any obtrusive tracking, is typically not programmed to prevent escape and does not have a forced addiction or other Flaw to prevent them from leaving the Project. Leaving the Project is still treason.

Teamwork Flaws

As the Project calls upon diverse individuals of many races, creeds, inclinations and ideologies, there are inevitably personnel conflicts that cannot be resolved easily. The eccentric nature of the Project itself, as well as the lack of available agents (at least of the “special” variety) has made such things a fact of life for many squads.

Teamwork Flaws represent personnel conflicts between the individuals and may be specific to individuals within the group or more generalized. Such flaws sometimes surface only after the squad has worked together for a few missions.

Remember that Flaws should make the game more interesting, not merely be stacked on for bonus xp. The Storyteller is fully within his rights to decide to nix a Flaw if it proves detrimental to enjoyment for anyone (including him), even if the Flaw is official or appears on this list.

Overprotective: Choose a character within your squad. Your character has developed a fondness for that individual and will, if necessary, compromise the mission to keep them safe. That individual may not even be interested in such attentions, or the feeling may be mutual.

Effect: You are granted a beat whenever your character puts the mission, the Project, yourself or another agent at risk to protect that individual.

Rivalry: Choose a character within your squad. Your character, while not actively wishing them harm, wants to outdo them in some way. He might desire a higher kill count, faster kills, better equipment or greater recognition within the organization. His rivalry might be mutual or completely one-sided. While rivals are usually equally matched, it is entirely possible to have a rivalry with a character vastly inferior (usually with the goal of humiliating or impressing them) or vastly superior (usually with the goal of attaining recognition or approval).

Effect: You are granted a beat whenever you compromise the mission, the Project, yourself or another agent by attempting to show up your rival, whether in front of him or others. Resolve this flaw if you concede glory or credit to your rival.

Resentment: Choose a character within your squad. For some reason, you want to be as far away from this character as possible. You might harbor a deep-set hatred (or tragic love) for them, find them odious (by nature or personality) or simply feel that they offer no compliment to your personal talents.

Effect: You are granted a beat whenever you compromise the mission, the Project, yourself or another agent because of your refusal to work with or around the other agent. Resolve this flaw if you come to a mutual understanding.

Argumentation: Choose another character in your squad or a member of the support team. Your character and this character simply cannot agree or do not trust each other. Any time that character does or says anything, you have to question, contradict or mock them. Perhaps they misheard you (or you think they did). Maybe you don't approve of their methods. Maybe you just don't appreciate the tone they're taking with you. Whatever the reason, you waste at least one turn doing nothing but arguing or complaining.

Effect: You are granted a beat whenever you compromise the mission, the Project, yourself or another agent because of time wasted admonishing the other character. Resolve this flaw if you are able to put aside your differences.

But what do we need?

For the record, if you make a character that is useful, they are guaranteed to be applied in ways that make their abilities an asset (if not essential). This isn't a video game, so you won’t be railroaded into situations where you're saying, "Dammit! If only one of use knew how to sabotage a vehicle!" From an in-game perspective, the roles of Reconnaissance and Uniform are to maximize the chance of mission success by determining variables and choosing confrontations that fall within the parameters of demonstrated abilities possessed by the squad. If you’re collectively better at direct confrontation, you’ll be deployed for such. You aren't, after all, the only squad (just one of the few).

Similarly, Support agents will be recruited with your weaknesses in mind. Likewise, Quartermaster will assign equipment based on what you’re good at. I can say with confidence that if your squad finds itself outside of its area of expertise, it’s because of unanticipated issues.

You are encouraged to consider the role of your agent in the squad. The following are suggestions common to squads within the Project:

  • Coordination / Negotiation Roles: Good communications skills are a must. In particularly chaotic situations, it might be necessary to roll Presence + Manipulation just to communicate. Aside form that, more often than not, at least part of a mission can typically be accomplished without bloodshed provided the right social skills. Linguistic abilities and social skills highly recommended.
  • Scout / Sniper: While most of the intelligence gathering is done by R, it is important to understand that it is impossible for advance recon to anticipate every possibility on the battlefield. A trained observer can act as both forward scout and sniper as appropriate. In modern militaries, snipers typically act in two-man crews, with one spotter (primarily scout) and one shooter (primarily marksman). Each, theoretically, can perform in both roles. Historically, though, snipers worked alone, the better to conceal their positions. Scouts, likewise, were often primarily stealth specialists and infiltrators. Both models have been used within Project Apogee.
  • Soldier: The role of rank-and-file infantrymen is not to be underestimated. While brute force models are primarily viewed as outdated (not to mention suicidal) within modern military forces, Project Apogee often employs the aid of non-conventional soldiers, many of which are able to close to melee in under a second and take multiple gunshot wounds without flinching. Still, the preferred (and less conspicuous) methods involve small arms fire.
  • Heavy Weapons / Demolitions: While not by any means preferred methods, project Apogee often works under false-flag cover of various international criminal organizations. As these organizations are not averse to use of explosives and heavy arms, Project Apogee does not begrudge their agents such methods, provided that they are deemed prudent and effective.
  • Driver / Logistics: While S typically handles insertion and extraction, it can be necessary for a significant amount of ground to be covered aside from this. Furthermore, a fleeing target may best be pursued other than on foot. Transporting other agents and equipment is sometimes a necessity on the field, even when support is not available. Finally, many vehicles are weapons in their own right, and those that are not may often be employed as improvised weapons (in direct and flagrant violation of the Geneva Convention, but who are we to quibble?).
  • Medic / Support: While conventional medical care is typically meant to fall into two categories (preventing immediate death and providing long-term care) supernatural creatures universally seem to have at least one method of providing immediate lasting relief from serious injuries. Likewise, many supernatural creatures have the ability to augment the abilities of their colleagues.