PROJECT (Print)
PROJECT — Print Edition
Reality broke. Humanity rebuilt. Now PROJECT holds the line.
A supernatural catastrophe tore the world apart.
Known as the Mindquake, the disaster began as a wave of psychic energy and spread across the globe. Civilisation collapsed, reality fractured and strange beings and forces began bleeding into Earth from neighbouring dimensions and parallel worlds.
Three centuries later, humanity has recovered—but the world has not returned to normal.
The otherworldly intruders are known as Entities.
PROJECT exists to fight them.
Heroic Guardians of Reality
The player characters are agents of PROJECT, an organisation at the forefront of humanity’s defence.
Its operatives use barely understood technology, psychic abilities and adaptations derived from the Entities themselves. They are modified into something more than human and deployed against threats that ordinary people cannot confront.
Their missions may involve:
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Investigating supernatural events.
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Containing incursions from other realities.
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Confronting hostile Entities.
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Protecting recovering human societies.
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Using alien powers and technology against their original owners.
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Reasserting reality one bloody fight at a time.
PROJECT presents itself as humanity’s shield.
As agents learn more about the organisation, the Entities and the fractured universe around them, they may discover that the conflict is not as simple—or as morally clear—as they were taught.
A Fractured, Rebuilt World
PROJECT is set in a post-catastrophe future shaped by science fiction, cybernetics and psychic phenomena.
The core book provides information on several regions of the reconstructed world, including Britain, America, Japan, Africa and Eurasia. Wealth and authority are concentrated among monarchies, corporations and powerful families, while PROJECT maintains offices and influence around the world.
Its headquarters, PROJECT Central, exists between realities.
The setting supports direct battles against inhuman threats, but also provides room for internal conflict, political interests, institutional secrecy and conspiracy.
Choose Your PROJECT Agent
Character creation begins with a selection of distinctive templates representing the different ways PROJECT creates or employs its operatives.
Available character types include:
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Psykers, able to manipulate kinetic energy.
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Empaths, whose psychic abilities affect minds.
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Golems, physically powerful agents altered for strength.
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Borgs, human minds transplanted into modular artificial bodies.
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Grunts, soldiers equipped for PROJECT operations.
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Wytches, able to summon, bind and control Entities.
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Medusae, artificial intelligences built for PROJECT service.
Templates provide starting attributes and skills, after which characters can be adjusted through customisation points, Advantages and Disadvantages.
A published review particularly praised the selection of templates, singling out the Borg and Medusa as especially appealing and describing the available characters as varied and immediately playable.
Pregenerated agents are also included.
Customised Open D6 Rules
PROJECT uses a customised version of the Open D6 System.
Attributes and skills are rated in six-sided dice. To attempt an action, the player rolls the appropriate dice pool and tries to equal or exceed a target number.
The system also uses a Wild Die, adding the possibility of exceptional successes and unexpected complications.
The rules include:
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Seven attributes, including Technology and Psionics.
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Skills and psychic abilities.
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Advantages and Disadvantages.
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Fast template-based character creation.
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Active defensive rolls.
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Wound Levels rather than conventional hit points.
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Fate Points and Character Points.
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Character advancement.
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Equipment and weapons.
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Vehicle rules, including ramming and stunts.
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Scale rules for vehicles and weapons.
The game is not level-based. Agents improve through Character Points, while Borg characters can also expand their artificial bodies by purchasing additional hardware.
Choose the Style of Campaign
PROJECT can be adjusted to support several different levels and styles of play:
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Street-level missions.
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Investigation.
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Horror.
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Conspiracy.
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Action.
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High-octane heroic operations.
The organisation gives the characters an immediate reason to work together and provides a clear structure for mission-based play.
Control can send agents to investigate an isolated manifestation, fight an Entity incursion or uncover secrets within PROJECT itself. These approaches can be used separately or combined into a continuing conspiracy campaign.
Support for the Games Master
The Games Master section includes both general advice and material specific to PROJECT.
It provides:
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Guidance for adjusting the game’s tone and action level.
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Statistics for non-player characters and adversaries.
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Rules for creating new Entities.
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Information about PROJECT’s organisation.
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Details of its offices, resources and public reputation.
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Guidance for creating missions.
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Adventure seeds.
The book opens with an employee-manual-style introduction that addresses the players as new PROJECT recruits, before moving into the setting, rules and Games Master material.
A detailed review praised the Games Master chapter as useful and highlighted the mission ideas, international scope and combination of external and internal conflict.
Science Fiction, Cybernetics and Psionics
PROJECT brings together several closely connected forms of speculative adventure:
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Post-apocalyptic reconstruction.
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Other-dimensional monsters.
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Artificial intelligence.
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Cybernetic agents.
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Psychic powers.
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Strange technology.
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Superheroic action.
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Institutional conspiracy.
Its focus is narrower than a general post-apocalyptic sandbox. The characters already belong to an organisation, possess defined operational roles and have a clear responsibility: protect Earth from the things forcing their way into it.
The same review described the game as exactly what it sets out to be—a heroic game about agents defending Earth from alien Entities—and recommended it to players who enjoy post-apocalyptic settings mixed with science fiction, cyberpunk and psionics.
PROJECT Is Saviour
Reality remains unstable.
Entities continue to press against the world from neighbouring dimensions.
Humanity’s most effective defenders have been rebuilt with the very powers and technologies they are expected to oppose.
Accept the modifications.
Receive the briefing.
Question what you have been told.
Join PROJECT and hold back the strangeness from the other side.
This listing is for the physical print edition of PROJECT, written by James Desborough. It is a 114-page, black-and-white A4 perfect-bound paperback. Several six-sided dice and other ordinary gaming materials are required and are not included.