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CORELINE: A.E.G.I.S. (Org. Sheet v.1.1?-D20M)

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ALIEN EXTERMINATING GLOBAL INTERCEPT SYSTEM (A.E.G.I.S.)


A supra-gubernamental organization dedicated to the localization and extermination of hostile extraterrestrial and extra-dimensional threats, AEGIS operates above the law-and most other factions.

+AGENDA: Detect, Intercept and Exterminate hostile extra-terrestrial and extra-dimensional threats, advise and coordinate local resources towards said goal when required.
+STRUCTURE: Intelligence-gathering, advising and direct-response group.
+SYMBOL: Half of a shield with a black background and gold trim, half on an atom structure and 'A.E.G.I.S.' in white running diagonally on the shield, with half of a globe on the right side.
+MOST COMMON ALLEGIANCES: AEGIS.
+REQUISITION LIMIT: 50 (Classified).

OVERVIEW:

Formed (in its home universe) in 1959 thru a secret (at the time) consortium, AEGIS was the response to the ever-more-real exposure that the 'foo fighters' were not only real, but desiring to do lots of harm. Using technology that (by terms of real Earth at the time) was incredibly advanced and recruiting 'GateKeepers' (people who could 'open gates' and draw energy from pocket dimensions and different planes), AEGIS soon grew beyond any boundaries set by local governments and obtained power enough to make their agents untouchable by the law (although they DID maintained a strict ethics code).

AEGIS (in its home universe) was disbanded at some point after 1969 and reformed as an underground organization, debreft of its power and much of its advancements, in the 80s. When the 'Invaders' came back in 2001, it took lots of guts, luck and sacrifice for the 21st-Century GateKeepers to win the fight. (Not surprisingly, the 60's GateKeepers, when they saw the 'GateKeepers 21' series and the fate that stood before them, were a lot less than thrilled).

In the madness of the 23 Hours and the aftermath, AEGIS approached the nation's governments and made the offer: to be placed as an agency again, with the same freedoms and powers it had in the 60s, in exchange of (slightly) easier breathing when it came to hostile aliens.

The governments accepted.

Even now, with the formation of the F-SWTI and many other agencies, AEGIS still holds a position of power because of its 'above-the-law' status (F-SWTI being essentially Interpol with a looser definition of 'excessive force', the Corporations sticking to their territories and the other agencies trying to hide the dagger) and large amounts of still-classified technology (AEGIS absorbed SHADO and X-COM soon after 'the offer').

Their ace in the hole remains being the 'GateKeepers'-not quite magical, not quite psionic, but easily replicating both kinds, GateKeepers are an odd variety.

Of course, many Factions stand against AEGIS, no matter how benevolent it is-not surprisingly, a good deal of them are alien-staffed (the agency's fault, really, for putting 'Alien Exterminating' on the name), or are conspiracy theorists (like the Avengers Of Humanity). The real surprise is that the Moon Kingdom truly dislikes AEGIS, going so far as to call a few Alternate Senshi that were recruited 'Traitors'.

It is also of note that AEGIS does NOT has a 'kill-all-aliens' agenda (and accepts aliens on its ranks), but it has a zero tolerance policy on hostile aliens, conspiracies and factions.

STRUCTURE:

AEGIS is structured in Branches, each with a clearly defined hierarchy. Each Branch if led by the Branch Leader, followed by the Executive Officer. Reporting to them are the Division Leaders and Team Leaders. Beneath them is all other personnel, arranged by seniority and security clearance (which, when possible, go hand-in-hand).

Each AEGIS Branch is divided in three Divisions: Tactical (Field Agents and combat vehicle pilots), Technical (Technicians and transport vehicle pilots) and Intelligence (Standard gathering, undercover agents and Internal Affairs as well as procurement of gear, contacts and whatnot).

AEGIS' 'Leitmotif' are the GateKeepers, which compose a large part of their 'empowered' membership (in comparison to more 'standard' powered agent types (mages, psions, cyborgs)). There are 20 5-member GK teams in constant active service, with several 'standby' GKs and a large amount of trainees. Members are occasionally swapped between Branches to promote cooperation. Whenever a task force is fielded, GK teams lead. If several GK teams are fielded, the team with most seniority leads.

Rumours abound of a 21st GK team. In reality, 'Team 21' is AEGISspeak for their Black Ops group, which is completely split off from AEGIS, their agents recruited and trained clandestinely. Team 21 takes care of 'severe' problems with surgical strikes-and if any member is captured or killed, the official AEGIS statement is that they are unregistered GKs or vigilantes.

BASES OF OPERATIONS

Every base of operations is undercover, with a number of them performing some opeation to maintain as many operatives on the vicinity as possible. There are also many outposts, supply depots and safehouses located throughout Coreline. Even if numbered for the sake of identification, AEGIS tries to maintain descentralization.

+00: New York City, USA: Located in the Gramercy Park borough, the NYC Branch utilizes the many miles of abandoned subway tunnels for rapid deployment inside the city. It's also the only Faction that ventures into the New York City Federal Penitentiary sectors.

+01: Berlin, Germany: This is the only Branch with Alchemists in their staff. Located near the Berlin/Neo-Amestris border, this Branch's Intelligence division keeps tabs of the N-A military and an aliens living inside Neo-Amestris.

+02: Shanghai, China: Problems arise with this Branch because of the large amount of surveillance the remains of the Chinese Government have deployed. It is, however, given more leeway than other Factions because of 'past deeds' (it stopped a Cylon invasion, for one). It is the only Branch that doesn't uses GateKeepers, all potentials transported off-country.

+03: London, Britain: This base is located in one of the less 'Steampunked' districts, right under the Harlington-Straker Studios (a little 'leftover' from absorving SHADO).

+04: Moscow, Russia: Not unsurprisingly, the Moscow Branch is the one with the most numerous (and heavily armed) Tactical Division (since it has a large, hostile-filled area to cover). It is also the one with the most supernaturals on staff (Metuselahs and the like).

+05: Paris, France: Located under a music conservatory, it differs from other Branches in that its Technical Division is mostly composed from extraterrestrials (Fraals, Aleerin and otherS). A good deal of AEGIS technology has (at least) started on this unofficial 'Shop'.

+06: Calcutta, India: This Branch has the largest Intelligence division of them all, making it the unofficial 'Eye' of AEGIS.

+07: Rome, Italy: This Branch has had a few 'crashes' with Iscariot, and probably will in the future. It has the most heavily reinforced perimeter of them all, because of that.

+08: Los Angeles, USA: Located inside (and under) the old Fox Plaza building, it is also the location of the 'AEGIS Network', a security company that is one of AEGIS' major revenue bringers.

+09: Pacific Ocean: Located on an island (classified coordinates), the Pacific Ocean Branch is in charge of two things: Technology testing and docking facility for the 'Skydiver' submarines (attack subs with fighter-launching capabilities, another SHADO remnant).

+10: Cairo, Egypt: Not much is known about the Cairo Branch, and all AEGIS members just say it's a 'normal place' (not unsurprisingly, since Cairo is -for some reason- a low-activity area). Many conspiracy theorists believe that Cairo is the main training facility and headquarters of 'Team 21', but there is no evidence to support this claim (nor mysterious activity).

+11: Tokyo, Japan: This Branch is the one that most closely resembles the 'original' (60's) AEGIS, has the most poweful GateKeepers and is in the most contested location among several hostile Factions. Located under Tategami High School (an AEGIS-funded and staffed school), the Tokyo Branch has been known to field several vehicles and devices that, even if high-tech, look as if they were made in the 60's (and probably were). This has proven effective a few times before as both an element of surprise and a measure against hackers.

Conspiracy theorists also believe Tokyo Branch to be deeply involved with Team 21. Again, there is no evidence of this fact.

+12: Sydney, Australia: The Sydney Branch has the biggest repository of X-COM weapons and equipment of them all. Most of the Tactical Division is also former X-COM personnel, and not unsurprisingly, a good deal of them dislikes taking orders from the GateKeepers.

+MoonBase: Not truly a Branch, but another 'souvenir' from SHADO, the Moonbase wields several long-range starfighters and cruisers and a hefty bunch of nuclear missiles. One of the chief reasons the Moon Kingdom is so hostile towards AEGIS (or so is believed) is that all it takes is one BRanch CO going nuts to turn the Kingdom into a nuclear wasteland.


RESOURCES:

AEGIS has access to high-tech weapons and equipment, drawing benefit from various patents and affiliated companies like the AEGIS Network. Standard-issue equipment for AEGIS agents is one sidearm or power focus device, communications device, AEGIS I.D. card and vehicle. Additional equipment-heavier weapons, armor, 'refinements' for the vehicle-can be requested n a case-by-case basis (and AEGIS will carefully assess the situation to see if the request is acceptable).
Team 21 agents are given a similar kit, but generally aiming for 'low profile' (no I.D. Card, a high-powered but not uncommon weapon, vehicles with no 'refinement' options, etc).

INVOLVING THE HEROES:

AEGIS (for its most part) is a 'goody-two-shoes' alien hunting agency. Think of X-COM or Torchwood with some 60's spy movie flashiness (well, maybe not *that* much) and super-powered agents and you'll get the gist of it.

If the heroes are to be opponents of AEGIS, the three ways it might happen are that:
A) The Heroes are part of an alien conspiracy (or have been framed to look that way),
B) The Heroes are actively against AEGIS (wanting retribution for some slight, reckoning for a hurt friend, etc.),
C) The Heroes witness (or prevent) an attack by Team 21.
AEGIS is not an agency without the occasional rogue agent, as well, and what they take with them can attract other, more villainous Factions.

-The Heroes might also be recruited by AEGIS, either because of their 'special skills' (training, powers) or (more probably) they are approached after they survive (and stop) an alien attack. They might be assigned to a specific Branch or remain mobile, going to whatever Branch needs it most at a given moment.

USING AEGIS:

-The GM can use AEGIS as either an ally or an opponent.
-With feelers out for any hostile aliens and conspiracies (as well as people who can combat them), it's not hard to guess that they might be interested in the heroes if they become involved with either.
-If the heroes work for some other organization, AEGIS might have a file on them. If they are 'independent contractors', AEGIS will try in earnest to to recruit them (or at least warn them of the latest Big Bad that might be interested in offing them).
-When it comes to Team 21, you're one of them or you're not. And if you're not, you might as well have a 'SILENCE ME' sign on your back.

((()))

SAMPLE AEGIS EQUIPMENT.


As well as other equipment an AEGIS agent can acquire, the following equipment is given to him (or is available to him) by AEGIS.

((()))

AEGIS I.D.: This seemingly innocuous I.D. card is made of a nanotech-infused 'Smart Paper', programmed with the specific biometrics of its carrier (heat signature, DNA, Bio-Energy readings, etc.) The AEGIS I.D. is completely copy-proof (all Forgery checks only create a visual duplicate, unaccepted by AEGIS scanners), is set to self-destruct if taken away from the user for more than 30 seconds, and has a 'warning signal' (if slid thru any credit card reader in the world, the ID alerts AEGIS Intelligence with the name and location of the Agent, to which the nearest Branch will deploy a Rapid Response Team).

Aside from that, it says in plain black-and-white that the Agent is exempt of any law, that assistance must be given when requested... and that the Agent has the responsibility to 'get out of dangerous situations'.

(RULES: The AEGIS I.D., aside from being 'forgery-proof', gives a +2 circumstance bonus on any Charisma-based skill checks. When the 'warning signal' is activated, the Rapid Response Team will arrive as soon as possible (minimum of 1d6 minutes). Lost or destroyed I.D. Cards can be replaced in 1d4 days).

Size: Diminutive.
Weight: -.
Purchase DC: 24 (Free to AEGIS Agents).
Restriction: Classified (+5).



SHADO MOBILE:

The 'warhorses' of the Supreme Headquarters Alien Defense Organization, even after it became AEGIS UK, these APCs are still fondly called 'SHADO Mobiles'. Lighter than a similarly-sized APC and very easy to transport by air, it is also easy to modify for specific mission requirements.
The SHADO Mobile's only flaws (or so experts say) is its absolute lack of weapons and an armor that has a hard time withstanding advanced weaponry (such as lasers), but it is one thing that AEGIS Technical is working on... and making wonders, apparently.

The SHADO Mobile is crewed by a driver and a technician, and features top and bottom emergency hatches as well as a main rear hatch. It takes a full-round action to start moving the SHADO Mobile. The SHADO Mobile is three squares wide and four squares long. It provides full cover to its occupants.

Crew: 2.
Passengers: 11.
Cargo: 325 lb.
Initiative: -2.
Maneuver: -2.
Top Speed: 62 (6).
Defense: 8.
Hardness: 10.
Hit Points: 48.
Size: Huge.
Purchase DC:
Restriction: Military (+3).

The SHADO Mobile comes equipped with the following:
*NPC Seal.
*Inertial Navigation Device (provides +2 bonus to Navigate rolls, stacks with any other navigation device, system cannot be affected by magnetism or signal jamming).
*Surface Surveillance Radar (Senses other vehicles and terrain features within 200 feet).
*Computer with Satellite link to AEGIS.
*Radio with Encryption Circuit.
*Integral Winch (13-ton capacity, 100 ft. line).
*Retractable Machine Gun Turret (Stats as M2HB Heavy Machine Gun (Pg. 96 D20M Core Rulebook), covers all front arc of vehicle. Driver can operate this weapon while driving at a -4 penalty to both attack roll and any Drive checks made the same round).

SHADO Mobiles modified for Command and Control/Sensors have the additional:
*Air Surveillance Radar (Senses other airborne vehicles within 10 miles).
*Commander's Console (with link to agent tracker system, medical readouts and Kill-Cams).
*UAV Bay (with one Predator UAV and portable control system).

SHADO Mobiles outfitted for Medical or Mechanical work have the additional:
*Medical Suite (all Treat Injuriy, Earth and Life Sciences & Craft (pharmaceutical) checks have a +5 bonus).
or
*Mechanical Suite (All Craft (Electrical and Mechanical) checks have a +5 bonus).
Both of these Suites reduce the Passenger Capacity to 6.
(Before we continue, credit where credit is due: The art is "AEGIS Logo" by Knightduo and at this particular moment is being used w/o permission. If Knightduo asks me to remove the art, I will do so without hesitation).

Some inspirational music:

-Main Theme From "X-COM: Enemy Unknown"-Michael McCann: www.youtube.com/watch?v=zkWtth…
-"Interception"-Michael McCann ("X-COM: Enemy Unknown" Soundtrack): www.youtube.com/watch?v=B8ikxd…

-Main Theme From "UFO"-Barry Gray (extended orchestral version): www.youtube.com/watch?v=TMC4Qb…

-"X-COM: UFO Defense/Enemy Unknown Theme-Metal Remix Deux"-fnotte: www.youtube.com/watch?v=dtyvh-…
-"X-COM UFO Defense Interceptor Metal Remix #2"-fnotte: www.youtube.com/watch?v=V3y1r5…
-"X-COM Geoscape Music Remix"-jayattic: www.youtube.com/watch?v=ZAyzVA…

-Main Theme from "UFO: Alien Invasion"-Manuel Marino: www.youtube.com/watch?v=mS2HqS…

-Main Title Music from "Xenonauts"-Aleksi Aubrey Carlson: www.youtube.com/watch?v=upIvmI…
-Geoscape Music 1 from "Xenonauts"-Aleksi Aubrey Carlson: www.youtube.com/watch?v=F6N5jk…
-Geoscape Music 2 from "Xenonauts"-Aleksi Aubrey Carlson: www.youtube.com/watch?v=Ohp8sY…
-"Air Combat" (interception music from "Xenonauts")-Aleksi Aubrey Carlson: www.youtube.com/watch?v=4uhJlI… / www.youtube.com/watch?v=qTCw8G…

-Opening for "Gatekeepers": www.youtube.com/watch?v=p7451N…
-Opening for "Gatekeepers 21": www.youtube.com/watch?v=Ji-LuA…
-Opening for "Gatekeepers" Playstation Game: www.youtube.com/watch?v=FKgQye…

-"The Bureau: X-COM Declassified" Live-Action Teaser: www.youtube.com/watch?v=h-y2fJ… (awesome suspense violin BGM!)

((()))

The format for the document above follows the one which appears on the D20 Modern Menace Manual, by Wizards Of The Coast, and its chapter for organizations. Because "Coreline" is an RPG campaign setting (and it started for, and for the most part still is for, D20 Modern), the stats are important.

((())

As I said before, I am on somewhat of an X-COM kick (it started with viewing footage of Goldhawk Interactive's "Xenonauts" on YouTube (from TotalBiscuit, even: www.youtube.com/watch?v=nc7IVb… and continued with the old-school X-COM games, the fan remakes and now the 2K Games/Firaxis remake).

The document you see above you is the write-up for a faction I adapted for the setting. I am a fan of "GateKeepers" (the original anime, not so much the "21" continuation. Didn't knew it was based on a Playstation game until recently, either).

At the time, well, X-COM was rather obscure and understandably me writing the above stuff didn't sounded as bad as it sounds right now to me (of the fusion that ensued from the post-Vanishing insanity, AEGIS had the majority of available bases world-wide and manpower, SHADO provided the off-world base (their Moonbase), the starting basis for a satellite surveillance system in SID and a good deal of the vehicles, and X-COM... well... they provided the BFGs and psionic training), with other groups (Xenonauts, Project PHALANX, Nu X-COM, etc.) providing more guns, research and gear as they appear and ally themselves with AEGIS.

(And yeah, the Men In Black exist on this setting, but they are cops (and at least one or two divisions were absorbed *by* the local police forces on some places) while AEGIS is paramilitary). And Stargate Command is a part of USSOCOM on this 'verse, so there's that.

Now.... well... there's also the detail of which agency is the oldest. Prior to the Firaxis reboot, AEGIS was the older agency (Gatekeepers is set in the 1960's vs. 1970-1971 real life/1980's in-universe time for SHADO, X-COM was initiated on 1999 in the original game (and the Firaxis games have X-COM started as an anti-alien initiative in 1962 and hitting full planet-covering steam on 2015) and the Xenonauts game says that particular initiative started in the 1950s (First (terrible) Contact happened in 1958, project initiated shortly afterwards, hitting *its* planet-covering steam in 1979)...). So I am now not 100% sure about using the AEGIS name-even if it's cool.

(A possible rewrite plot point is that there's guys on the remaining X-COM command ladder which are planning to break out of their now-parent organization and will do so with a whole lot of stuff that AEGIS was keeping under wraps. And this issue is getting closer on the horizon, the more Alternate versions of X-COM come into the fold...)



In any case, I am most sure that it could be possible to rewrite and expand on this thing. Just dunno what to attack, add, remove, or *anything* first. So... well, looking for ideas.

I also am sure there's some notes for AEGIS-exclusive gear I have lying around. I'll just need to look for it later. So keep an eye on this, folks.


(All fictional properties belong to their respective owners (which should get full support from ya, BTW-ESPECIALLY Goldhawk Interactive, b/c "Xenonauts" is their first game). Adapted by marcoasalazarm).
© 2013 - 2024 marcoasalazarm
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TheOnyxSwami's avatar
I have a Gatekeepers playlist of my own.  Would you like to see it?