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Protocol AlphaTop Priority.Protocol Alpha requires all Travelers to do whatever it takes to resolve the issue at hand.Protocol 1The mission comes first.This means putting aside all other priorities for the task at hand. A Traveler must be dedicated to the mission, and it must be the most important thing to them. Completing the mission is the only task that really matters.
Everything you do as a Traveler should somehow further the mission's objective.Protocol 2Never jeopardize your cover.This has two parts:. Do not call each other by future names “Leave the future in the past”.
Do not use future knowledge for personal gain.Either of those things could mean that people will find out there is something off about you, that you aren't really who you say you are. Self-control is key to becoming a Traveler. You are no longer who you were in the future. You must assume the identity of your host and acknowledge your team only as their new identity. The future knowledge you have is for the betterment of your mission and your fellow Travelers, not for your own advancement.Protocol 2HUpdates are not to be discussed with anyone. Ever.Periodically a Historian will need to be updated due to changes in the timeline caused by Travelers. Updates will include historical information relevant to a team’s role in the Grand Plan, including potential candidates, investments, etc.
Imported from Wikimedia project Russian Wikipedia genre action role-playing game. Imported from Wikimedia project English Wikipedia. Alpha Protocol Wiki is a community site about the upcoming espionage RPG by Obsidian Entertainment that anyone can contribute to. Here you can find mission walkthroughs, weapons, armor, characters, locations, news and more!
But by its very nature, updates may also include historical information about your team members, loved ones, about the Historian. This is a burden they will have to carry with them until the day they die—a date which, for obvious reasons, will be omitted from the update.Protocol 3Don’t take a life; don’t save a life, unless otherwise directed. Do not interfere.That's not what you're here for. Changing the past can have dire consequences to the future, and the mission is the only change that has been mandated.
Refrain from putting yourself in a position where you have to take or save a life. The lives of others are not your concern, do not interfere.Protocol 4Do not reproduce.This can massively interfere with the mission, and involves changes to the past that have not been approved. Refrain from creating relationships that can lead to this.
Do not complicate things.Protocol 5In the absence of direction, maintain your host’s life.Keeping your host alive means keeping yourself alive to further the mission. Maintain good health, and avoid situations that put your host in danger. Your host's death means your own death. You were sent here for a reason, and the mission needs you.Protocol 6No inter-team/deep web communication except in extreme emergencies or when sanctioned.Your team is the only group of Travelers you should be interacting with. You share a common mission, and the others have their own missions. You do not need to interact, and should refrain from doing so at all costs. Extreme emergencies may warrant an exception to this rule, but the situation must be dire indeed.Protocol OmegaThe Director will no longer be intervening in this timeline.Those who are part of the Traveler program are free to live out their days, such as they are, as they see fit.Protocol Omega can be enacted because the has succeeded and we're now on the optimal path to a better future or because there's no possible way of saving the future.
Agent History determines the backstory and starting for Agent. Agent Histories serve as classes for the player to choose from at the start of the game, with each meant to facilitate a certain style of gameplay.
Though the skills for each class is pre-determined upon selection, a player may still remove the AP (skill) points allocated in an Agent History's skill chart to redistribute them as one wishes while keeping the desired background. There are five Agent Histories available to choose from.
Four to start with, and one that must be unlocked. Each Agent History starts out with pre-set levels/ranks in skills and basic gear. Is retrieved during the, while weapons are received upon arrival in. Contents BasicThere are three pre-defined and one blank Agent Histories, all having 31 AP points in total. Said points can be removed and reallocated for the three pre-defined Agent Histories however one wants using the weapon swap button/key marked Remove Skill.SoldierDecorated for service in the armed forces, your commanding officer felt that general infantry was a waste of your potential. Your natural language talents and quick wit caught the attention of a recruiter for an agency that doesn't officially exist.Game ManualA decorated member of an elite Special Operations Force, your prowess with weaponry is unmatched. As a Soldier you understand that not all negotiations need to be said with words.
You excel at using firearms, and can also take quite a beating, but stealthy infiltrations have never been you strength.Starting Skills:. Submachine Guns: Rank 2. Assault Rifles: Rank 2. Technical Aptitude: Rank 1. Toughness: Rank 2Starting Equipment:.
UC AK90. Samuel PMG. 3. 2. 3. 3Field AgentNo stranger to covert operations, you've spent the last several years working for the US State Department on overseas assignments.
Capable of being a charismatic presence one moment, and an inconspicuous shadow the next, you're always the agent on location, never the one hiding behind a desk.Game ManualAn intelligence specialist, you know your way around a pistol and you excel in both stealth and infiltration. Charismatic and quick witted, you can be the life of the party one moment, and then vanish into the shadows the next. As a Field Agent, you use stealth to extract information in generally non-lethal ways.Starting Skills:.
Stealth: Rank 3. Pistols: Rank 1. Martial Arts: Rank 3Starting Equipment:. Rittergruppen 5.7mm. 2. 1.Tech SpecialistHaving made a mockery of every aptitude test sent your way, it was no surprise that you finished your first PhD before you were legally allowed to buy alcohol. While the CIA initially hired you to design cutting edge electronics, being cloistered in the lab proved unsatisfying and your superiors granted you a transfer to clandestine services.When your handler was asked to recommend an agent for a top secret reassignment, your remarkable field work and your natural grasp of technology made you the obvious choice.Game ManualWith a PhD and mastery over computers and electronics, your skills center on sabotage and technical aptitude.
Bring to light thesaurus. Cripple an enemy's fortress nothing more than a computer terminal or hack into security systems and create clearance for yourself to reach your objectives.Starting Skills:. Stealth: Rank 1. Shotguns: Rank 2. Sabotage: Rank 3. Technical Aptitude: Rank 2Starting Equipment:. UC.73 Gauge.
2. 2. 5.FreelancerFearless from birth, the only thought that ever caused you an ounce of panic was the thought of a 9-to-5 job. After a remarkable college career, you vanished off the radar of the known world to make your fortune. According to your dossier, you've been a mercenary in Africa, a bodyguard to the Sultan of Brunei, the on-again off-again paramour of a European princess, and the holder of three patents in Great Britain.While the truth lies somewhere in the middle, one thing is clear: your skills caught the attention of some very important people in the espionage world.Game ManualAn independent contractor who has always chosen his own way.Starting Skills:. None - 31 AP Points to distribute as desired.Starting Equipment:. 1.
2 Grenades. 2AdvancedAt the first playthrough, only Recruit is available. Veteran can be accessed after you beat the game once with Recruit background. Both Veteran and Recruit has special dialog options in the training. If you're planning to play the game more than once, beating the game first with Recruit is rewarding, as Veteran starts with 3 ranks in all skills, making it a total of 120 AP to customise/reserve.Recruit(Select Recruit for an additional challenge. Choosing this background opens an additional 'Recruit' dialogue option during training.)Though you've barely logged three months working for the Department of Justice, your ambition, drive, and aptitude caught the eye of a clandestine government agency. Your path will be difficult - with little experience and formal training, you'll have to rely on your wits while you learn your lessons in the field.Starting Skills:.
None - 0 AP PointsStarting Equipment:. (available at the ). 1. 1Veteran(Unlocked after completing the game as a Recruit. Choosing this background opens an additional 'Veteran' dialogue option during training and at certain other points in the game.)You are the Leonardo da Vinci of clandestine warfare: a gifted marksman, a master of stealth, and a tech savvy engineer rolled into one. Alpha Protocol didn't go looking for you, you went looking for them.
Having saved the world once, why not save it again?Effect: Mike starts with three ranks in every Skill, in total 120 AP to customize / reserve.
Protocol AlphaTop Priority.Protocol Alpha requires all Travelers to do whatever it takes to resolve the issue at hand.Protocol 1The mission comes first.This means putting aside all other priorities for the task at hand. A Traveler must be dedicated to the mission, and it must be the most important thing to them. Completing the mission is the only task that really matters.
Everything you do as a Traveler should somehow further the mission\'s objective.Protocol 2Never jeopardize your cover.This has two parts:. Do not call each other by future names “Leave the future in the past”.
Do not use future knowledge for personal gain.Either of those things could mean that people will find out there is something off about you, that you aren\'t really who you say you are. Self-control is key to becoming a Traveler. You are no longer who you were in the future. You must assume the identity of your host and acknowledge your team only as their new identity. The future knowledge you have is for the betterment of your mission and your fellow Travelers, not for your own advancement.Protocol 2HUpdates are not to be discussed with anyone. Ever.Periodically a Historian will need to be updated due to changes in the timeline caused by Travelers. Updates will include historical information relevant to a team’s role in the Grand Plan, including potential candidates, investments, etc.
Imported from Wikimedia project Russian Wikipedia genre action role-playing game. Imported from Wikimedia project English Wikipedia. Alpha Protocol Wiki is a community site about the upcoming espionage RPG by Obsidian Entertainment that anyone can contribute to. Here you can find mission walkthroughs, weapons, armor, characters, locations, news and more!
But by its very nature, updates may also include historical information about your team members, loved ones, about the Historian. This is a burden they will have to carry with them until the day they die—a date which, for obvious reasons, will be omitted from the update.Protocol 3Don’t take a life; don’t save a life, unless otherwise directed. Do not interfere.That\'s not what you\'re here for. Changing the past can have dire consequences to the future, and the mission is the only change that has been mandated.
Refrain from putting yourself in a position where you have to take or save a life. The lives of others are not your concern, do not interfere.Protocol 4Do not reproduce.This can massively interfere with the mission, and involves changes to the past that have not been approved. Refrain from creating relationships that can lead to this.
Do not complicate things.Protocol 5In the absence of direction, maintain your host’s life.Keeping your host alive means keeping yourself alive to further the mission. Maintain good health, and avoid situations that put your host in danger. Your host\'s death means your own death. You were sent here for a reason, and the mission needs you.Protocol 6No inter-team/deep web communication except in extreme emergencies or when sanctioned.Your team is the only group of Travelers you should be interacting with. You share a common mission, and the others have their own missions. You do not need to interact, and should refrain from doing so at all costs. Extreme emergencies may warrant an exception to this rule, but the situation must be dire indeed.Protocol OmegaThe Director will no longer be intervening in this timeline.Those who are part of the Traveler program are free to live out their days, such as they are, as they see fit.Protocol Omega can be enacted because the has succeeded and we\'re now on the optimal path to a better future or because there\'s no possible way of saving the future.
Agent History determines the backstory and starting for Agent. Agent Histories serve as classes for the player to choose from at the start of the game, with each meant to facilitate a certain style of gameplay.
Though the skills for each class is pre-determined upon selection, a player may still remove the AP (skill) points allocated in an Agent History\'s skill chart to redistribute them as one wishes while keeping the desired background. There are five Agent Histories available to choose from.
Four to start with, and one that must be unlocked. Each Agent History starts out with pre-set levels/ranks in skills and basic gear. Is retrieved during the, while weapons are received upon arrival in. Contents BasicThere are three pre-defined and one blank Agent Histories, all having 31 AP points in total. Said points can be removed and reallocated for the three pre-defined Agent Histories however one wants using the weapon swap button/key marked Remove Skill.SoldierDecorated for service in the armed forces, your commanding officer felt that general infantry was a waste of your potential. Your natural language talents and quick wit caught the attention of a recruiter for an agency that doesn\'t officially exist.Game ManualA decorated member of an elite Special Operations Force, your prowess with weaponry is unmatched. As a Soldier you understand that not all negotiations need to be said with words.
You excel at using firearms, and can also take quite a beating, but stealthy infiltrations have never been you strength.Starting Skills:. Submachine Guns: Rank 2. Assault Rifles: Rank 2. Technical Aptitude: Rank 1. Toughness: Rank 2Starting Equipment:.
UC AK90. Samuel PMG. 3. 2. 3. 3Field AgentNo stranger to covert operations, you\'ve spent the last several years working for the US State Department on overseas assignments.
Capable of being a charismatic presence one moment, and an inconspicuous shadow the next, you\'re always the agent on location, never the one hiding behind a desk.Game ManualAn intelligence specialist, you know your way around a pistol and you excel in both stealth and infiltration. Charismatic and quick witted, you can be the life of the party one moment, and then vanish into the shadows the next. As a Field Agent, you use stealth to extract information in generally non-lethal ways.Starting Skills:.
Stealth: Rank 3. Pistols: Rank 1. Martial Arts: Rank 3Starting Equipment:. Rittergruppen 5.7mm. 2. 1.Tech SpecialistHaving made a mockery of every aptitude test sent your way, it was no surprise that you finished your first PhD before you were legally allowed to buy alcohol. While the CIA initially hired you to design cutting edge electronics, being cloistered in the lab proved unsatisfying and your superiors granted you a transfer to clandestine services.When your handler was asked to recommend an agent for a top secret reassignment, your remarkable field work and your natural grasp of technology made you the obvious choice.Game ManualWith a PhD and mastery over computers and electronics, your skills center on sabotage and technical aptitude.
Bring to light thesaurus. Cripple an enemy\'s fortress nothing more than a computer terminal or hack into security systems and create clearance for yourself to reach your objectives.Starting Skills:. Stealth: Rank 1. Shotguns: Rank 2. Sabotage: Rank 3. Technical Aptitude: Rank 2Starting Equipment:. UC.73 Gauge.
2. 2. 5.FreelancerFearless from birth, the only thought that ever caused you an ounce of panic was the thought of a 9-to-5 job. After a remarkable college career, you vanished off the radar of the known world to make your fortune. According to your dossier, you\'ve been a mercenary in Africa, a bodyguard to the Sultan of Brunei, the on-again off-again paramour of a European princess, and the holder of three patents in Great Britain.While the truth lies somewhere in the middle, one thing is clear: your skills caught the attention of some very important people in the espionage world.Game ManualAn independent contractor who has always chosen his own way.Starting Skills:. None - 31 AP Points to distribute as desired.Starting Equipment:. 1.
2 Grenades. 2AdvancedAt the first playthrough, only Recruit is available. Veteran can be accessed after you beat the game once with Recruit background. Both Veteran and Recruit has special dialog options in the training. If you\'re planning to play the game more than once, beating the game first with Recruit is rewarding, as Veteran starts with 3 ranks in all skills, making it a total of 120 AP to customise/reserve.Recruit(Select Recruit for an additional challenge. Choosing this background opens an additional \'Recruit\' dialogue option during training.)Though you\'ve barely logged three months working for the Department of Justice, your ambition, drive, and aptitude caught the eye of a clandestine government agency. Your path will be difficult - with little experience and formal training, you\'ll have to rely on your wits while you learn your lessons in the field.Starting Skills:.
None - 0 AP PointsStarting Equipment:. (available at the ). 1. 1Veteran(Unlocked after completing the game as a Recruit. Choosing this background opens an additional \'Veteran\' dialogue option during training and at certain other points in the game.)You are the Leonardo da Vinci of clandestine warfare: a gifted marksman, a master of stealth, and a tech savvy engineer rolled into one. Alpha Protocol didn\'t go looking for you, you went looking for them.
Having saved the world once, why not save it again?Effect: Mike starts with three ranks in every Skill, in total 120 AP to customize / reserve.
...'>Alpha Protocol Wiki(10.03.2020)Protocol AlphaTop Priority.Protocol Alpha requires all Travelers to do whatever it takes to resolve the issue at hand.Protocol 1The mission comes first.This means putting aside all other priorities for the task at hand. A Traveler must be dedicated to the mission, and it must be the most important thing to them. Completing the mission is the only task that really matters.
Everything you do as a Traveler should somehow further the mission\'s objective.Protocol 2Never jeopardize your cover.This has two parts:. Do not call each other by future names “Leave the future in the past”.
Do not use future knowledge for personal gain.Either of those things could mean that people will find out there is something off about you, that you aren\'t really who you say you are. Self-control is key to becoming a Traveler. You are no longer who you were in the future. You must assume the identity of your host and acknowledge your team only as their new identity. The future knowledge you have is for the betterment of your mission and your fellow Travelers, not for your own advancement.Protocol 2HUpdates are not to be discussed with anyone. Ever.Periodically a Historian will need to be updated due to changes in the timeline caused by Travelers. Updates will include historical information relevant to a team’s role in the Grand Plan, including potential candidates, investments, etc.
Imported from Wikimedia project Russian Wikipedia genre action role-playing game. Imported from Wikimedia project English Wikipedia. Alpha Protocol Wiki is a community site about the upcoming espionage RPG by Obsidian Entertainment that anyone can contribute to. Here you can find mission walkthroughs, weapons, armor, characters, locations, news and more!
But by its very nature, updates may also include historical information about your team members, loved ones, about the Historian. This is a burden they will have to carry with them until the day they die—a date which, for obvious reasons, will be omitted from the update.Protocol 3Don’t take a life; don’t save a life, unless otherwise directed. Do not interfere.That\'s not what you\'re here for. Changing the past can have dire consequences to the future, and the mission is the only change that has been mandated.
Refrain from putting yourself in a position where you have to take or save a life. The lives of others are not your concern, do not interfere.Protocol 4Do not reproduce.This can massively interfere with the mission, and involves changes to the past that have not been approved. Refrain from creating relationships that can lead to this.
Do not complicate things.Protocol 5In the absence of direction, maintain your host’s life.Keeping your host alive means keeping yourself alive to further the mission. Maintain good health, and avoid situations that put your host in danger. Your host\'s death means your own death. You were sent here for a reason, and the mission needs you.Protocol 6No inter-team/deep web communication except in extreme emergencies or when sanctioned.Your team is the only group of Travelers you should be interacting with. You share a common mission, and the others have their own missions. You do not need to interact, and should refrain from doing so at all costs. Extreme emergencies may warrant an exception to this rule, but the situation must be dire indeed.Protocol OmegaThe Director will no longer be intervening in this timeline.Those who are part of the Traveler program are free to live out their days, such as they are, as they see fit.Protocol Omega can be enacted because the has succeeded and we\'re now on the optimal path to a better future or because there\'s no possible way of saving the future.
Agent History determines the backstory and starting for Agent. Agent Histories serve as classes for the player to choose from at the start of the game, with each meant to facilitate a certain style of gameplay.
Though the skills for each class is pre-determined upon selection, a player may still remove the AP (skill) points allocated in an Agent History\'s skill chart to redistribute them as one wishes while keeping the desired background. There are five Agent Histories available to choose from.
Four to start with, and one that must be unlocked. Each Agent History starts out with pre-set levels/ranks in skills and basic gear. Is retrieved during the, while weapons are received upon arrival in. Contents BasicThere are three pre-defined and one blank Agent Histories, all having 31 AP points in total. Said points can be removed and reallocated for the three pre-defined Agent Histories however one wants using the weapon swap button/key marked Remove Skill.SoldierDecorated for service in the armed forces, your commanding officer felt that general infantry was a waste of your potential. Your natural language talents and quick wit caught the attention of a recruiter for an agency that doesn\'t officially exist.Game ManualA decorated member of an elite Special Operations Force, your prowess with weaponry is unmatched. As a Soldier you understand that not all negotiations need to be said with words.
You excel at using firearms, and can also take quite a beating, but stealthy infiltrations have never been you strength.Starting Skills:. Submachine Guns: Rank 2. Assault Rifles: Rank 2. Technical Aptitude: Rank 1. Toughness: Rank 2Starting Equipment:.
UC AK90. Samuel PMG. 3. 2. 3. 3Field AgentNo stranger to covert operations, you\'ve spent the last several years working for the US State Department on overseas assignments.
Capable of being a charismatic presence one moment, and an inconspicuous shadow the next, you\'re always the agent on location, never the one hiding behind a desk.Game ManualAn intelligence specialist, you know your way around a pistol and you excel in both stealth and infiltration. Charismatic and quick witted, you can be the life of the party one moment, and then vanish into the shadows the next. As a Field Agent, you use stealth to extract information in generally non-lethal ways.Starting Skills:.
Stealth: Rank 3. Pistols: Rank 1. Martial Arts: Rank 3Starting Equipment:. Rittergruppen 5.7mm. 2. 1.Tech SpecialistHaving made a mockery of every aptitude test sent your way, it was no surprise that you finished your first PhD before you were legally allowed to buy alcohol. While the CIA initially hired you to design cutting edge electronics, being cloistered in the lab proved unsatisfying and your superiors granted you a transfer to clandestine services.When your handler was asked to recommend an agent for a top secret reassignment, your remarkable field work and your natural grasp of technology made you the obvious choice.Game ManualWith a PhD and mastery over computers and electronics, your skills center on sabotage and technical aptitude.
Bring to light thesaurus. Cripple an enemy\'s fortress nothing more than a computer terminal or hack into security systems and create clearance for yourself to reach your objectives.Starting Skills:. Stealth: Rank 1. Shotguns: Rank 2. Sabotage: Rank 3. Technical Aptitude: Rank 2Starting Equipment:. UC.73 Gauge.
2. 2. 5.FreelancerFearless from birth, the only thought that ever caused you an ounce of panic was the thought of a 9-to-5 job. After a remarkable college career, you vanished off the radar of the known world to make your fortune. According to your dossier, you\'ve been a mercenary in Africa, a bodyguard to the Sultan of Brunei, the on-again off-again paramour of a European princess, and the holder of three patents in Great Britain.While the truth lies somewhere in the middle, one thing is clear: your skills caught the attention of some very important people in the espionage world.Game ManualAn independent contractor who has always chosen his own way.Starting Skills:. None - 31 AP Points to distribute as desired.Starting Equipment:. 1.
2 Grenades. 2AdvancedAt the first playthrough, only Recruit is available. Veteran can be accessed after you beat the game once with Recruit background. Both Veteran and Recruit has special dialog options in the training. If you\'re planning to play the game more than once, beating the game first with Recruit is rewarding, as Veteran starts with 3 ranks in all skills, making it a total of 120 AP to customise/reserve.Recruit(Select Recruit for an additional challenge. Choosing this background opens an additional \'Recruit\' dialogue option during training.)Though you\'ve barely logged three months working for the Department of Justice, your ambition, drive, and aptitude caught the eye of a clandestine government agency. Your path will be difficult - with little experience and formal training, you\'ll have to rely on your wits while you learn your lessons in the field.Starting Skills:.
None - 0 AP PointsStarting Equipment:. (available at the ). 1. 1Veteran(Unlocked after completing the game as a Recruit. Choosing this background opens an additional \'Veteran\' dialogue option during training and at certain other points in the game.)You are the Leonardo da Vinci of clandestine warfare: a gifted marksman, a master of stealth, and a tech savvy engineer rolled into one. Alpha Protocol didn\'t go looking for you, you went looking for them.
Having saved the world once, why not save it again?Effect: Mike starts with three ranks in every Skill, in total 120 AP to customize / reserve.
...'>Alpha Protocol Wiki(10.03.2020)