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DEPt 01

DEPARTMENT ONE
Te Department of Military Counterintelligence is a military-oriented spy-
hunting organization. It is detested by the Ministry of Defense, where the spies
are ofen caught.
Operati ve-Techni cal Sector Admi ni strati on
OTSA monitors foreign military organizations and hunts foreign spies within
State Security and the MOD.
Rear Servi ces Admi ni strati on
RSA hunts Ministry of Defense moles inside State Security.
Department 2
Te Department of Counterintelligence are dedicated spy hunters. Tey have
enormous but hidden infuence and run entire State Security departments (8,
24, half of 11) as their personal fefdoms.
Offi ce of Domesti c Survei llance
ODS is tasked with fnding both foreign and domestic spies within the home-
lands borders. It keeps a close eye on the rest of State Security and has a vast and
unknowable reach. While actual espionage agents are prime prey, ODS ofen
runs across State Security ofcers with divided loyalties or bad ideas, and routes
this information accordingly.
I nvesti gati ve Worki ng Groups
Tere are many IWGs, all denoted by a two-digit number. Tey are multi-
departmental teams tasked with operational domestic intelligence gathering.
Nominally reporting to the Ofce of Domestic Surveillance and Department
2, IWG teams were created to ease rivalries by sharing both accountability and
intelligence. Teams are assigned cases of interest to a variety of largely invisible
superiors, fltered through ODS.
Department 3
Te Department of Counterintelligence in Telecommunication and Electronic
Intelligence is nominally responsible for all Ministry of State Security wiretap-
ping and technical eavesdropping. It is under-stafed and perceived as wildly
incompetent, which results in a heavy reliance on the Peoples Police CID Tech-
nical Services Unit. Tis creates an operational security nightmare that has
never been fully resolved.
Department 4
Te Department of Armament and Chemical Services maintains a cozy rela-
tionship with the Ministry of Defense and is known, semi-jokingly, as a wholly-
owned subidiary of MOD. A tiny department, its mission is to monitor the arms
industry for signs of sabotage or tampering.
Department 6
Te Department of Passport control, Tourism and Transit keeps an eye on for-
eigners and citizens headed abroad. Department 6 exerts great power among the
intelligentsia and elites. Department 6 is a small, tight-knit organization that
focuses on foreign guests within the nation, nationals bound for other coun-
tries or living abroad, and citizens who have contact with either. Department
6 efectively controls the Homelands ofcial entry and exit channels and has
unfettered access to foreign currency, goods, and information, with a cozy re-
lationship with Department 18s money laundering Commercial Coordination
Working Group. It must rely on the surveillance and intelligence-gathering
capabilities of other Departments, however.
GUIDE TO THE MINISTRY OF STATE SECURITY
+ Rich
+ Bureaucratic choke point
+ Access to foreigners, tiny but well-
placed CI network
- Small
- No organic surveillance assets
Department 7
Te Department of Counterintelligence places and runs moles within the Ministry
of the Interior and Peoples Police. Every third border guard and street cop is a
confdential informant for Department 7.
Department 8
Te Department of Transit Investigation and Security is a toothless front for opera-
tions conducted by Department 2.
Department 9
Te Department of Military Intelligence Investigation and Discipline places and
runs confdential informants within the Ministry of Defense. Department 9 gets
its marching orders from the much more powerful Department 1 and is, in efect,
an extension of that agency.
Department 10
Te Department of International Relations entire mandate is monitoring the
Homelands diplomatic corps.
Offi ce of the Di plomati c Corps
Te Ofce of the Diplomatic Corps runs a well-placed network of confdential
informants in embassies of the Homeland.
Worki ng Group E
Working Group E hunts foreign spies - and moles from MOD or Interior - within
the diplomatic corps. Tis work ofen has collateral consequences in the realms
of culture and the Department of the Interior, with ofcers crossing paths with
peers in Departments 7 and 20 frequently.
Department 11
Te Department of the Economy is a toothless front for joint operations conducted
by Departments 2 and 18. Te unstated agreement is that if Department 11 is used
as cover by either department, the other must at least be informed, if not invited
to participate. Tis tends to complicate things, but Economy is the only feifdom
Department 18 has and they jealously guard their prerogative.
Department 12
Te Department of Archives and Records oversees a vast bureaucracy devoted
entirely to documenting and preserving information collected by the Ministry
of State Security.
Central Processi ng Di vi si on
Central Processing stands ready to assist other State Security entities when opera-
tions require tampering with, examining or altering mail.
Post Control Di vi si on
Post Control censors the mail. Its clerks frequently originate new cases for other
Departments.
Department 13
Te Department of Information serves as State Securitys liaison with Homeland
media.
Central Worki ng Group For Secrecy
CWGS monitors and censors print and broadcasts.
Offi ce of Medi a Factors
Media Factors places and runs confdential informants in journalism and mass
communication. Tis work is occasionally glamorous, since many celebrities and
cultural icons earn a State Security paycheck on the side. Media Factors famously
clashes with Department 20s Ofce of Cultural Afairs regularly.
DEPT 07
Department 14
Te Department of Cadres and Training is a service-oriented training and devel-
opment organization within State Security.
Central Leadershi p OFFI CE of the Dynamo Sports Associ ati on
Te Dynamo Sports Association is a State-Security-run athletic league that serves
as cover for many operations and a source of confdential informants.
Uni versi ty of the Mi ni stry for State Securi ty
Te University of the Ministry of State Security is a graduate law school that pro-
duces candidates for judicial posts in the Homeland.
Central Medi cal Servi ce
CMS operates a series of Ministry of State Security-only hospitals and clinics,
some public and some secret.
Department 15
Te Main Intelligence Directorate is in charge of all foreign espionage.
Department 17
Te Department of Detention and Correction is the Ministry of State Security-run
political prison system. Much, but not all, of the system is secret.
Department 18
Te Department of Protection of the National Economy is a tightly-integrated
component in the Homelands economic machine. It maintains the hollow Depart-
ment 11 in coordination with Department 2 as a useful front.
Commerci al Coordi nati on Worki ng Group
Te CCWG specializes in laundering hard currency.
Central Evaluati on and I nformati on Group
Te CEIG is an investigative unit tasked with ensuring fscal responsibility within
the Ministry of State Security. It has wide-ranging powers. Te CEIG are the f-
nancial police, in charge of monitoring and controlling the grey and black markets
and investigating cases of embezzlement, fscal malfeasance, and importation of
contraband. Tere is almost no investigation in which the CEIG cannot fnd some
area of professional interest. Because their investigations ofen touch the highest
levels of society, the agents of the CEIG are hand-picked for the qualities of discre-
tion, loyalty, and pragmatism.
Offi ce of Protecti on Mi li tary Research and Arms Producti on
Despite the name, this is a bureaucratic rabbit hole that coordinates closely with
Department 22.
Offi ce of Protecti on of Agri culture, Fi nance and Trade
Tis ofce (a single desk, actually) has been completely superceded by other enti-
ties, but retains a title and staf of one for political reasons.
Offi ce of Customs Admi ni strati on
Tis ofce places and runs confdential informants within the Homelands custom
and border control agents
Offi ce of Confi rmati on of Nomenclature
Te OCN is a fctitious agency that serves as cover for the Ministry of State Secu-
ritys murder squads.
Offi ce of Speci al Trade
Te Ofce of Special Trade is responsible for procuring illegal or subversive materi-
als for the Ministry of State Security. Tis means that, in addition to operational
needs, it is the source of illicit luxury goods for senior ofcers of all departments.
As such it exerts considerable infuence.
DEPT 14
+ Prestigious
+ Not corrupt
- Small
- Hated by other Departments
- No CI network
+ Nobody fucks with Department 15.
Department 19
The Department of Traffi c and Transportati on
Te Department of Trafc and Transportation is surprisingly powerful within
State Security, keeping a fnger on the pulse of the economy and utilizing transit
as a tool for both running informants and surveilling potential threats to the
Homeland. It maintains a huge network of informants.
Te DTT is primarily concerned with cultivating and maintaining informants
within the highly mobile and ubiquitous transportation and service sectors. Teir
informants are everywhere and see everything. Department 19 has some of the
best self-contained surveillance assets available to the State Security through the
Ofce of Internal Telecommunications, Working Group 17, and its network of
informants. As such the Department is feared and respected.
Offi ce of Ai r Transport
Charged with placing and running confdential informants within the domestic
air travel sphere.
Offi ce of Hi ghway and Rai l Transport
Charged with placing and running confdential informants within the domestic
surface travel sphere, including inland waterways.
Offi ce of Shi ppi ng
Charged with placing and running confdential informants within the shipping
industry.
Offi ce of I nternal Telecommuni cati ons
Te OIT is a small but professional wiretapping and eavesdropping organization
with deep connections to the telecommunications industry.
Worki ng Group B - Travel and Vi si tati on
Working Group B focuses on the physical surveillance of the domestic movement
of persons of interest. An elite and independent task force pulled from other of-
fces and even other departments, Working Group B keeps an eye on foreigners
in-country, leveraging other Department 19 assets. Department 2 considers them
clumsy amateurs, which is unfair.
Department of 20
Te Department of Culture and Religion is primarily concerned with cultivating
and maintaining informants within the arts and religious communities through
the Ofces of Cultural and Religious Afairs respectively. In addition, the DCR
monitors, crushes, and occasionally encourages dissent within these communi-
ties. Department 20 has no native surveillance assets but enjoys a thick network
of highly-placed informants, particularly on the arts side.
Offi ce of Cultural Affai rs
Ofce of Religious Afairs and Tolerance runs a deep network of confdential in-
formants in the arts, academia, and among the elites. Department 13s Ofce of
Media Factors is a professional rival, although only in the niche area of journalists
and celebrities.
Offi ce of Reli gi ous Affai rs and Tolerance
Ofce of Religious Afairs and Tolerance runs a deep network of confdential in-
formants among the clergy and key parishioners.
Department 22
Te Department of Counterterrorism and Special Operations has an elite para-
military unit at the ready, State Securitys version of the Patriot Guards Regiment.
Tese highly-trained soldiers are rarely used, but when they are people die. Tey
have nothing but disdain for the hit men in Department 18s Ofce of Confrma-
tion of Nomenclature.
DEPT 19
+ Huge
+ Vast CI network
+ Well developed surveillance infra-
structure
- Ponderous bureaucracy
- Ten agents for every opening
+ Well-connected
+ Experienced in psyops and dirty
tricks
+ Close relationship with Department
12, has the goods on everyone
- No organic surveillance assets
Department 24
Te Department of Internal Communication is a toothless front for operations
conducted by Department 2.
Department 26
Te Department of Strategic Communication provides secure communication
for all of State Security and remains scrupulously neutral in inter-departmental
squabbles. Te DSC is a research and feld organization composed of experts in
all forms of technical surveillance. Tey are widely regarded as free-thinking egg-
heads, wizards and nerds. Department 26 has been thoroughly emasculated by
other more aggressive Departments, and is essentially a service bureau for more
powerful players like 2, 18 and 19.
The I nternal Securi ty Couri er Servi ce
Te Internal Security Courier Service is essentially a private and secure post ofce,
housed within Department 26.
DEPT 24
+ Technical geniuses
+ Capabilities no other group pos-
sesses
- Small
- Bad political reputation
- Co-opted and neutered by other,
larger Departments and used as bag-
men
- No CI network
Ministry of the Interior
Te Ministry of Interior does not like the Ministry of State Security. Interior has
always felt that it is capable of managing most of State Securitys responsibilities
related to Homeland security, and resents intrusions into what it sees as sovereign
territory. Te fact that it is plainly wrong only makes this resentment more intense.
Department of Transi t and Border Securi ty
In charge of border control. Maintains internal security border protection police.
Full of informants reporting to Ministry of State Security Department 18s Ofce
of Customs Administration.
Department of Regi onal Affai rs
Te international-facing organ of the Ministry of the Interior dealing with neigh-
boring countries.
Offi ce of Vi si tati on
Ofcial point of contact for foreign nationals arriving in-country. Issues visas
and is therefore well-funded with hard currency and powerful. Riddled with State
Security operatives.
Offi ce of Speci al Projects
Te Ofce of Special Projects places and runs moles within the Ministry of State
Security, focusing on Departments 6, 7 and 18. Many - but not all - are well known
and either turned or managed by their erstwhile targets.
Offi ce of Cultural Resources
Responsible for fostering and administering international cultural exchanges. Es-
sentially a public relations agency within Interior. Deeply compromised by Depart-
ment 20s Ofce of Cultural Afairs.
I NTERI OR
Peoples Police
Te Peoples Police do not like the Ministry of State Security. As de facto subor-
dinates, the Peoples Police are ofen required to work along side State Security
agents and render assistance. Tey are ofen subjected to dismissive, humiliating
treatment, despite being highly competent professionals.
Custodial Division (Prisons)
I nmate Factors Uni t
Recruits confdential informants within prison system.
Criminal Investigative Division
Nati onal Affai rs Uni t
Detectives in charge of civil crimes by and against VIPs and the political elite.
In practical terms this ofen means covering up or redirecting blame for various
ofenses.
Offi ce of Legal I ntelli gence
Places and runs moles within Ministry of State Security, focusing on Departments
7 and 18 (specifcally the Ofce of Special Trade, whom they despise).
I nternal Affai rs Uni t
Polices the police. Detectives looking for wrongdoing within CID and the peoples
Police generally. Ofen crosses paths with Ministry of State Security Department
Techni cal Servi ces Uni t
Provides wiretapping and eavesdropping equipment and personnel. Te most
skilled personnel and the widest general reach. Utilized heavily by State Security,
who dont trust their own wizards in Department 3. Ofcers of the CID-TCU
are ofen called into liaison with State Security assets for physical and technical
surveillance, as well as traditional law enforcement functions. Tis is particularly
true when cases are likely to involve non-security-related criminal activity. Tese
ofcers have all the privileges and responsibilities of State Security feld agents, as
well as normal domestic investigative and arrest powers. State Security personnel
tend to treat them as incompetent amateurs, which is ofen unfair.
Factors Uni t
Recruits confdential informants from the general population. Te largest network
of CIs in the nation.
POLI CE
+ Conventional arrest powers
+ Well developed surveillance appa-
ratus
+ Outside State Security chain of com-
mand
- Outside State Security chain of com-
mand
- Looked down on by State Security
agents
Ministry of Defense
Te Ministry of Defense does not like the Ministry of State Security. Tere is nomi-
nal cooperation between the two entities and they exchange personnel, but no love
is lost between them. MOD jealously guards its mandates, and aggressively runs
agents within State Security, treating it like any other existential threat.
Patriot Guards Regiment (PGR)
A specialized and reduced-strength regimental command within the army.
I nfrastructure Protecti on Command
Special forces teams tasked with protecting critical infrastructure, such as nuclear
power plants and the Presidential compound.
Personal Protecti on Di vi si on
For high ranking bureaucrats and VIPs, this unit provides bodyguards and secu-
rity. It competes with State Securitys Department 22 and occasionally protectees
with have a detail from both.
Central Operational Staff
Te center of the military bureaucracy.
Mi li tary I ntelli gence Command
Hub for all military intelligence activities. Heavily infltrated by State Security
assets.
Speci al Operati ons Command
Controls all special forces except the Patriot Guards Regiment, to their intense
annoyance.
Exi gency Analysi s Worki ng Group
Place and runs moles within Ministry of State Security.
Central Coordi nati on Group
Ostensibly coordinates activities of military intelligence and Ministry of State
Security. In reality serves as a conduit for intelligence and obstruction. Ofcers of
the CCG are ofen assigned to Ministry of State Security teams to serve as military
liaison. Tese agents have all the privileges and responsibilities of State Security
feld agents, but report to their own military chain of command. In matters related
to military personnel and materiel, they are expected to take a lead role. Among
State Security personnel CCG staf are widely regarded as spies and bumblers and
are ofen marginalized.
MOD
+ Unlimited power in military afairs
+ Outside State Security chain of com-
mand
- Outside State Security chain of com-
mand
- Distrusted by State Security agents
AGENDA
Agenda
Play your own town and your country, whatever that means.
Make the world seem real.
Make the players characters lives not boring.
Play to fnd out what happens.
Always Say
What the principles demand.
What the rules demand.
What your prep demands.
What honesty demands.
The Princi ples
Add oppressive and mundane details.
Address yourself to the characters, not the players.
Make your move, but misdirect.
Make your move, but never speak its name.
Look through crosshairs.
Name everyone, make everyone human.
Ask provocative questions and build on the answers.
Respond with fuckery, bureaucracy and intermittent rewards.
Be a fan of the players characters.
Tink ofscreen too.
Sometimes, disclaim decision-making.
Your Moves
Make them uncertain.
Separate them.
Make the Ministry doubt them.
Call them in, individually and as a group, to report.
Use the Universal Criminal Code against them.
Inject a rumor.
Bury them in paperwork.
Put someone in a spot.
Watch them.
Announce of-screen badness.
Announce future badness.
Take away their stuf.
Tell them the possible consequences and ask.
Ofer an opportunity, with or without a cost.
Turn their move back on them.
Afer every move: what do you do?
GM TOOLKIT
A Few More Thi ngs To Do
Dont keep secrets from your
friends, just their characters.
Let them tell you about the gov-
ernment.
Encourage confessionals.
Remind them they harbor secrets.
Make maps like crazy.
Turn questions back on the asker
or the group at large.
Digress occasionally.
Elide the action sometimes, and
zoom in on its details other times.
Give everyone some spotlight.
Take breaks as needed. Take your
time.
SAY
PRI NCI PLES
Prep
Your homework is to think up the Investigative Working Groups desk ofcer - a
personality and a name - and to build the rudiments of a couple of cases.
Print out everything. Have a mess of fle folders handy.
Pick the secrets you like best (remembering that the most mundane are ofen the
most interesting), and put them in sealed envelopes. Mix these up, because thats
fun.
Assemble one or two case fles - the case documentation, blank, in a folder. Having
two case fles in play at one time is probably better.
When your friends arrive, let them choose playbooks. Ask them to fll out name
and background.
Conduct intake interviews. Hand each player an employee record sheet and a
sealed envelope. Let them choose moves and fnish their characters.
Play! Start with their desk ofcer assigning their frst case, or start at a bar.
Cases
Although the standard line is that failed prosecutions do not count against ofcers,
this is fatly untrue. Convictions are everything. Follow-on investigations, spurred
by evidence of wider conspiracies, are pure gold. No one should ever settle for a
mundane closed case.
General Types
When building an initial case, start with a general type. Here are some:
Basic
Te most basic case involved monitoring a subject for signs of disloyalty.
House Arrest
Subject is under house arrest. Surreptitiously document each person who visits
subject. Dont let subject leave house.
Contamination
Gather information about subjects contacts with foreigners. Identify foreign
agents. Document foreign subjects contacts with citizens. Assess citizens poten-
tial for subversion and root out informants, spies and saboteurs - fnd foreign
agents contacts.
Turning
Plant incriminating evidence on subject and coordinate his arrest with Peoples
Police. Interview and turn subject into CI. Convince subject to take more active
role in dissident arts group. Entrap and arrest afer exposing dissident network.
Bloodhound
Find out where subject is hiding arms and ammunition. Find out where the sub-
ject is getting subversive literature. Find out where the subject sells black market
goods, and to who.
Biography
Gather information on subjects activities, network of friends, and psychological
liabilities. Build a dossier that can be used against subject.
Inside Job
Monitor ofcers in another Department. Monitor the elite. Monitor the military.
Monitor border guards.
Bullshit
A paperwork error, a political circle jerk, a case designed to go nowhere.
Prep
CASES
Of course make up your own as well.
Ten add a complication if you like (or two!):
Compli cati ons
Two Departments are fghting over a subject, a precedent, a CI.
A powerful person wants an innocent target ruined for his own reasons
Jurisdiction is muddy and paperwork is slow
No one wants the case to succeed
Te subject is politically well connected
Another Ministry is actively or passively protecting the subject
Another Department is running a parallel operation yours will blow, or that
will blow yours
A mole is working to discredit or derail
Closing the case will end some perk, or allow a bigger fsh to swim away
Ten name the target of the case and fll in a few details you like (make the target
a well-heeled academic, for example). Pass the case fle around and let the players
add details, one at a time, until it is complete. Let them do most of the work and
surprise you.
Advancement
When a case is closed, every ofcer can either add a move from their own playbook
or increase a stat by one, up to +3. Afer a third case is closed, they can add a move
from any playbook if they wish.
Doubt
Doubt is both an individual and collective resource. Players will keep track of their
own total, and the Investigative Working Group will also have a total equal to all
the individual ofcers combined totals the GM tracks. Doubt occasionally arises
when one ofcer gets involved in another ofcers activities.
A player may, at any time and for any reason, help or interfere with another ofcers
actions. When you do this, they must state how much theyd like to modify the
next roll. Modifcation can be plus or minus one, two or three.
Te modifying player adds this total to their own doubt score.
Te Ministry collectively accumulates doubt (through informing PCs and certain
moves) and the teams total only grows. It is never spent.
At [1x number of players total doubt] PC with most doubt will be summoned for
an informal chat with the teams desk ofcer.
At [2x number of players total doubt] PC with most doubt will be interviewed by
an investigator from Department 2. Others will be put on notice.
At [4x number of players total doubt] all members of the team will appear sepa-
rately before a tribunal. Tribunals do not recess without passing judgment, which
can range from disciplinary re-assignment to formal charges under the Uniform
Criminal Code.
Break ties by examining ofcer backgrounds. Te ofcer with the most dubious
past loses.
Moves that Modi fy Doubt
Doubt can also be accrued or lost as the result of certain moves.
Assign 1 doubt means assign a point of doubt to any PC and increase the collec-
tive doubt pool accordingly.
Add 3 doubt means take 3 doubt yourself and increase the collective doubt pool
accordingly.
Shif 3 doubt means move 3 doubt from your ofcer to the PC of your choice.
Halve doubt means divide your current total in two and adjust everyones score
as equitably as possible. If a perfect division is impossible take any extra doubt
yourself.
Doubt is a private resource. Te GM
should keep track of the Working
Group total but players should not
openly compare notes. Its not exactly
secret but it is more fun if crossing the
thresholds is a surprise.
NO XP
DOUBT
I DE NTI TY
E STABL I SHI NG I D AND GROUP
You are ?
Write down their name on the outside of the folder.
I see here that you work for [Ministry or Department], is that cor-
rect?
Assign them a position and add the ofcial duty sheet to their folder.
Tey dont get a choice in this although if they say no, apologize for your
record-keeping error and suggest a diferent job.
INTAKE SCRIPT
Have a folder handy for each player, with the ofcer information sheet inside.
When the players have fnished their characters name and background information, conduct interviews in character
as the desk ofcer in the Investigative Working Group to which they have been re-assigned. Put them in the confes-
sional seat - at this point you should know nothing about their character. Keep it brisk and dont ask follow-up ques-
tions. At most employ expressionless eye contact and heavy pauses. Take notes.
Tese interviews are not private. It is the teams frst introduction to one another.
Ask questions to fll out the ofcer information sheet. Feel free to vary them a little between interviews. Te substance
should not change, and you shouldnt ask follow-up questions. Your role here is one of taciturn form-fller and you are
establishing an oppressive bureaucratic mood.
Some good options are:
Peoples Police Criminal Investiga-
tive Division, Technical Services Unit
Ministry of Defense Central Op-
erational Staf, Central Coordination
Group
Dept. 6: Passport control, Tourism
and Transit
Dept. 18: Department of Protection
of the National Economy
Central Evaluation and Information
Group
Dept. 19: Trafc and Transporta-
tion Working Group 17 : Travel and
Visitation
Dept. 20: Culture and Religion
STATS
PROF E SSI ONAL STATI STI CS
I am going to ask some questions about your professional statistics,
and I want both a candid personal assessment and the rating, -1 to +3,
from your most recent evaluation. Is that clear?
If not, enjoy a prolonged silence and then explain. If they lie you wont
know it and youll record a false value. Tis is fne.
How far are you willing to go to accomplish your duties for the Minis-
try?
Te Drive stat.
How would your fellow ofcers assess your technical performance?
Te Tradecraf stat.
Where do you stand in the hierarchy of your Department?
Te Pull stat.
Have you enjoyed good fortune in your life and career?
Te Luck stat.
How would your superiors assess your attention to detail and overall
performance?
Te Focus stat.
PE RSONAL I NF ORMATI ON
Im going to ask you some personal questions. Please be candid and
forthright; you have nothing to fear. Is that clear?
If not, enjoy a prolonged silence and then explain. You are asking for
their choices in character creation, but if they lie your records will
simply be incorrect.
What was your fathers occupation?
Te state is highly stratifed along class lines, although it vehemently
denies this.
Tell me more about your familys composition.
Te state disapproves of large, sprawling extended families.
Do you have a mentor within the department? If so, who?
Mentorship is a key sign of ambition and, reciprocally, skill.
Do you belong to any associations or groups?
Lack of a social outlet is discouraged. Too many social outlets is dis-
couraged.
BACKGROUND
THE NOTE I N YOUR F I L E
Can you explain this negative note in your fle to me?
Everyone has some skeleton in their closet. Tey will no doubt be eager
to share theirs. No doubt their co-workers will be listening intently. If
they dont wish to discuss it, simply note that. Te truth of their state-
ment is immaterial at this point.
Tank you for your time.
Tell them to continue to choose moves and fnish their characters.
HOSTI L E-
NE GATI VE
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
OFFICER INFORMATION FORMS
F L AGGE D DURI NG I NTAKE
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
F L AGGE D DURI NG I NTAKE
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
F L AGGE D DURI NG I NTAKE
#
#
#
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
OFFICER INFORMATION FORMS
F L AGGE D DURI NG I NTAKE
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
F L AGGE D DURI NG I NTAKE
E VAL UATI ON
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name
I NTE RE STI NG
DE PARTME NT
SE CONDE D F ROM
F L AGGE D DURI NG I NTAKE
#
#
#
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE OUTSIDER
Conventional wisdom would put you on a watch list, consigned to menial factory work - or someplace quieter and
more permanent. But thats not how it turned out, is it? Despite your past you are a big wheel and no one knows
why. Tats something your fellow ofcers hate much more than your crimes.
I DE NTI TY
name
E VAL UATI ON
Assign however you like:
+2, +1, +1, +0, -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, unknown
FAMI LY COMPOSI TI ON Choose one
Extended, unorthodox, raised by state
ASSOCI ATI ON OR GROUP Choose one
Foreign Language Club, Mainline church, bible study group, Dynamo
Sports Association Fan Club, Lightning athletic league, Contemporary
Literature Circle, Fine Art Society
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, Senior desk ofcer, Department head
APTI TUDE S
You get these two:
SE CRE T
Everyone has secrets. But you have a secret so compel-
ling that it prompted the Ministry of State Security to
make you a case ofcer. When you reveal your secret at
an opportune moment, take +1 ongoing until you act
against the best interests of State Security in some way.
DE E P BACKGROUND Choose an area of expertise
Policies and procedures of State Security
Tradecraf
Te wider world
Cultural and religious fgures of note
History and hierarchy of State Security
Political and military fgures of note
Te elite
When you frst encounter an important person, location,
or item (your call) covered by your Deep Background you
can ask the GM any one question about it, the GM will
answer truthfully. Te GM may then ask you where you
and choose one more:
CONNE CTI ONS
When you put out word to your criminal associates
about some item you want or need, roll+Pull.
On a 10+ someone has it, just for you.
On a 79 youll have to settle for something close or it
comes with strings attached, your call.
On a miss, it shows up in your ofce for you with un-
pleasant strings attached.
WHE E L S WI THI N WHE E L S
When you reveal that you had planned for this all along,
roll +Tradecraf.
On 10+ yes you did and it goes according to plan.
On a 79, you set it up, yes, but the GM can introduce
some hitch or delay.
On a miss, you might have set it up, but things have
changed considerably since then..
HASTY E XI T
When youre in too deep and need a way out, name
your escape route and roll+Luck.
On a 10+ youre gone.
On a 7-9 you can stay or go, but if you go it costs you:
leave something behind or take something with you,
the GM will tell you what.instead of roll+Drive. When
you use Hurt Someone on another players character,
roll+Trust instead of+Drive.
O U T S I D E R
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE GNOME
You are the quintessential bureaucrat. You have a deep understanding of the practical mechanisms of power
within the Ministry - power that is always, always backed up with rivers of paperwork. It is a river in which you
swim with skill and aplomb - afer all, a misplaced form can destroy a life as easily as a bullet.
I DE NTI TY
name
E VAL UATI ON
Put +2 in Focus.
Assign however you like:
+1, +1, +0 -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, professional, unknown
FAMI LY COMPOSI TI ON Choose one
Nuclear, single parent, raised by state
ASSOCI ATI ON OR GROUP Choose one
None, Mainline church, bible study group, Dynamo Sports Association Fan
Club, Contemporary Literature Circle, Fine Art Society, Citizens Round-
table, Patriotic Afairs Club, Block Beautifcation Committee
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, fellow player character, amcient desk ofcer, Department head
APTI TUDE S
You get these two:
F I L E ANNE X 7C
When you seek buried or concealed information from within
the Ministry, roll +Focus.
On 10+ hold 3 to be used to answer any of these questions.
On 7-9 hold 1.
Where is it physically located?
Who controls it?
Why was it hidden?
What am I overlooking?
How can I obtain it?
Who else has accessed it?
What is of kilter about this?
THE VANI SHI NG
When you use paperwork and protocol to hide information or
obscure the truth, roll +Focus.
On 10+ the source of your anxiety is buried under a mountain of
paperwork.
On 7-9 its gone, but it will surface again soon or its loss or altera-
tion was noted.
On a miss it is not quite as gone as you would like, or it is gone
straight into someones pocket, or worse.
and choose one more:
BOOKDUST WI SDOM
When another players character comes to you for ad-
vice and you tell them what you think is best, they get
+1 forward when following your advice and you reduce
your doubt by one if they do.
DATA F I RE
When you deliberately alter or destroy records to save
somebodys ass, roll +Focus.
On 10+ remove 3-Guilt from the Ministry.
On 7-9 remove 1-Guilt from the Ministry.
On a miss add 3-Guilt and get caught.
RE TRI E VAL
When you submit someones name to the Ministry with
the proper paperwork, roll+Focus.
On a hit, they come to you, with or without any clear
explanation why.
On a 10+, take +1 forward against them.
On a miss, the GM will ask you 3 questions; answer
them truthfully.
TAUNT
When you prompt a person to action, roll +Drive.
On 10+ theyve got no choice but to acquiesce.
On a 7- 9 theyll do it if you promise something in return.
PCs choose, but add 1-Doubt if they dont.
L OGI CAL
When you use strict deduction to analyze your surround-
ings, you can Observe with Focus instead of Tradecraf.
G N O ME
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE MAGICIAN
Your expertise is very specifc and very sought-afer, which makes you popular. Te popularity, of
course, is a thin veneer - you are used, and the case ofcers take the credit. If your talents werent needed
there would be no place for you in the Ministry, but they would never let you go. Tis chilling dilemma
motivates you to keep your skills sharp.
I DE NTI TY
name
E VAL UATI ON
Put +2 in Tradecraf.
Assign however you like:
+2, +0, -1, -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, professional, unknown
FAMI LY COMPOSI TI ON Choose one
Extended, unorthodox, nuclear, single parent, raised by state
ASSOCI ATI ON OR GROUP Choose one
Mainline church, bible study group, Dynamo Sports Association Fan Club,
Lightning athletic league, Contemporary Literature Circle, Fine Art Soci-
ety, Citizens Roundtable, Block Beautifcation Committee
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, fellow player character, senior case ofcer
APTI TUDE S
You get Specialist:
SPE CI AL I ST
You are an expert at something. Choose a specialty:
Wiretaps
Bugs
Photography
Murder
Evidence disposal
Medicine
Forgery
Contraband
Garbage analysis
Something more obscure (name it)
ON THE SPOT
At the beginning of the session, roll+Luck. On a 10+, hold
1 with +1 forward. On a 7-9, hold 1. At any time, either
you or the GM can spend your hold to have you already
be there, with the proper tools and knowledge, with or
without any clear explanation why. If your hold was 1+1,
take +1 forward now. On a miss, the GM holds 1, and
can spend it to have you already be there, but somehow
pinned, caught or trapped.
and choose two more:
I SE E WHAT YOU DI D THE RE
When you conduct electronic surveillance, on a hit you
may also ask one question about the person you are
tracking from the closely study a situation or person
list for free.
THE CAVE
While youre in your Minstry ofce/workshop, you gain +1
ongoing.
NE RD TOUCH
Whenever you handle or examine an interesting object,
roll+Tradecraf. On a hit, you can ask the GM ques-
tions.
On a 10+, ask 3. On a 7-9, ask 1:
who handled this last before me?
where did this come from?
what has been done most recently with this, or to
this?
whats wrong with this, and how might I fx it?
On a miss, the Ministry adds 1-Doubt.
MAG I C I AN
TE MAZE PAM
When you use chemical cocktails to control a persons ac-
tions roll +Tradecraf.
On a hit they have no memory of what you had them do
and will bear you no ill will. PCs can do it or not; if they
dont they gain 1-doubt and still dont remember.
On 7-9 Tey stumble, hesitate or injure themselves in fol-
lowing your orders.
On a miss they need medical attention right now.
CL OUSE AU
When you have time and materials, you can create a dis-
guise that will fool anyone into thinking youre another
person of about the same size and shape. Your actions can
give you away but your appearance wont.
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE BEAST
Sometimes analyzing hour afer fucking hour of telephone conversations is not the best way to gain the informa-
tion you need. Sometimes what is required is a threat delivered, an example made, the satisfying crack of knuckle
on fesh. Subtlety is all well and good, but there are always asses that need kicking and it is a task for which you
are amazingly well suited.
I DE NTI TY
name
E VAL UATI ON
Put +2 in Drive.
Assign however you like:
+1, +1, +0, -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, unknown
FAMI LY COMPOSI TI ON Choose one
Extended, single parent, raised by state
ASSOCI ATI ON OR GROUP Choose one
None, mainline church, Dynamo Sports Association Fan Club, Lightning
athletic league, Patriotic Afairs Club
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, fellow player character, senior case ofcer
APTI TUDE S
You get these two:
L OGI CAL CONSE QUE NCE S
When you threaten someone, roll +Drive
On 10+ they back the fuck of or sufer harm.
On 7-9 the same, but only if you choose to press forward and
sufer harm yourself.
E NHANCE D TE CHNI QUE S
When you want a piece of information from someone and have
no limits concerning how you will obtain it, roll +Drive.
On 10+ you get it. Hold 3.
On 7-9 you get it, but hold 1.
Te subject is not broken physically
Te subject is not broken mentally
You dont get a note in your fle (Ministry holds 1 if this
option isnt chosen)
Te subject gives up another person or shares additional
valuable information.
and choose one more:
THAT GUY
When you participate in an interrogation, even if you
dont say a word or take any action at all, hold 3. Spends
your holds, one for one, to aid or hinder other agents
during the questioning.
SHOOT F I RST
Youre never caught by surprise. When an enemy would
get the drop on you, you get to act frst instead.
ON THE L I ST
Whenever you take a scar, name the person you hold
most responsible. Take +1 ongoing to all rolls versus
them, forever. (All rolls with them directly as a target
count, of course. Rolls against their family and friends,
minions, or property may count, in the GMs judgment.
GMs, remember your job is to make the world seem
real and keep the characters lives interesting, not deny
the PCs bonuses.)
WE T PAVE ME NT AHE AD
When you try to manipulate someone, roll+Drive instead
of roll+Pull
TOOL BOX
When you need a tool, roll+Pull.
On a 10+ Youve fucking go it, what is everybody standing
around for?
On a 79 youll have to settle for something close or it
comes with strings attached, your call.
B E AS T
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE PIPER
Its the simplest thing in the world - people trust you, and you use that trust like a razor. Sometimes its just for
show, sometimes it provides a sensible trim, and sometimes - well, sometimes you need to cut a few throats. Te
ugly calculus of human frailty is the coin of your realm, and you are a genius at turning weakness into neatly
typed reports that send criminals, spies and agitators to the dark places.
I DE NTI TY
name
E VAL UATI ON
Assign however you like:
+2, +1, +1, +0, -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, professional, elite, unknown
FAMI LY COMPOSI TI ON Choose one
Extended, unorthodox, nuclear, single parent, raised by state
ASSOCI ATI ON OR GROUP Choose two
Foreign Language Club, Mainline church, Dynamo Sports Association Fan
Club, Lightning athletic league, Contemporary Literature Circle, Fine Art
Society, Citizens Roundtable, Patriotic Afairs Club
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, fellow player character, senior case ofcer, Department head
APTI TUDE S
You get these two:
JOI N US
When you recruit a new confdential informant, roll
+Pull.
On a hit the target is yours. Explain why.
On 7-9 Tere is a cost, obligation, or burden the Min-
istry wont like. Te GM will tell you what.
On a miss they refuse, accept the implications, and
possibly go public with your ofer.
HE ART TO HE ART
When you speak frankly with another ofcer, you can ask
their player a question from the list below. If they answer
it truthfully they then get to ask you a question from the
list below. If you are both drinking alcohol, you can both
ask and answer two.
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
and choose one more:
DE VI OUS
When you use Lets Talk you may also ask How are you vul-
nerable to me? Your subject may not ask this question of you.
SHUT UP AND L I STE N
When you raise your voice and talk sense, roll +Drive.
On a hit, they listen to you. On 10+ hold 3, on 7-9 hold
1. Spend your hold 1-for-1 to give advice on a favorable
course of action (+1 forward) or warnings against a course
of action (-1 forward).
NAME DROPPE R
Use +Pull instead of +Tradecraf when bracing a confden-
tial informant.
TRUST ME
When you are in a position to win the targets trust, roll
+Tradecraf.
P I P E R
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE HUNTER
Your work is demanding but interesting, and it is always satisfying to carefully lay the groundwork and then see
your eforts trap the subject like a fy in a spiders web. It is best to focus on the work and leave the rest to others
- better to be extremely good at what you do and ask no questions than the opposite.
I DE NTI TY
name
E VAL UATI ON
Assign however you like:
+2, +2, +0, -1, -1.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Dissident, criminal, worker, military, professional, unknown
FAMI LY COMPOSI TI ON Choose one
Extended, unorthodox, nuclear, single parent
ASSOCI ATI ON OR GROUP Choose one
Mainline church, bible study group, Dynamo Sports Association Fan Club,
Lightning athletic league, Contemporary Literature Circle, Fine Art Soci-
ety, Patriotic Afairs Club, Block Beautifcation Committee
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, fellow player character, senior case ofcer
APTI TUDE S
Choose any four:
BL ACK BAG
When you pick locks or plant evidence or disable
alarms, roll+Tradecraf
On a 10+, you do it, no problem.
On a 7-9, the GM will ofer you two options among
suspicion, failure, and cost (personal, resource or po-
litical).
STUDI E D DE PARTURE
When youre in too deep and need a way out, name your
escape route and roll+Tradecraf.
On a 10+ youre gone.
On a 7-9 you can stay or go, but if you go it costs you:
leave something behind or take something with you, the
GM will tell you what.
OBSE SSI ON
When you spy on someone outside your current inves-
tigational parameters, roll +Tradecraf.
On a hit you learn something important about your il-
licit subject.
On 7-9 Te Ministry adds 1-Doubt.
You dont want to miss.
THE F UNDAME NTAL S
When you use Grid Search you always get +1 hold (even
on a failure you get 1 hold).
CHARACTE R STUDY
When you conduct physical surveillance, on a hit you may
also ask one question about the person you are tracking
from the closely study a situation or person list for free.
WARM WE L COME
When you frst encounter a new team or Department,
someone who fears or respects you will stand you for
drinks and take you in as one of the gang.
H U N T E R
BASI C
APTI TUDE S
You get all of these:
OBSE RVE
When you closely study a situation or person, roll +Tra-
decraf. On a 10+ ask the GM 3 questions from the list
below. On a 79 ask 1. Take +1 forward when acting on
the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PE RSUADE
When you try to persuade someone, tell them what you
want and roll +Pull. For NPCs: On a hit, they ask you to
promise something frst, and do it if you promise. On a
10+, whether you keep your promise is up to you, later. On
a 79, they need some concrete assurance right now. For
fellow ofcers: on a 10+, both. On a 79, choose 1:
If they do it, they remove doubt (you say how much)
If they refuse, its tempting fate
What they do then is up to them.
I NQUI RE
When you ask the Ministry a question, roll +Focus.
On a hit, the GM will tell you something new and inter-
esting about the current situation, and might ask you a
question or two; answer them. If you already know all
there is to know, the GM will tell you that.
On a 10+, the GM will give you good detail.
On a 7-9, the GM will give you the most plausible prevail-
ing rumor.
On a miss youve caught the attention of the Ministry.
CAUSE HARM
When you try to hurt someone, it doesnt work out for
anybody. Choose one, some, or all:
Its fnal
Its tragic
Its strange
Its horrifc
TE MPT FATE
When you tempt fate, roll +Luck.
On 10+ you pull it of without trouble.
On 7-9 you pull it of, but add 1-doubt.
CROSS THE RUBI CON
When the time comes to tell yourself the truth, open
your sealed envelope and roll +Luck.
On a hit you keep the contents to yourself.
On 7-9 Teres a tell; add 3-doubt.
On a miss, who do you share it with?
E MPL OYME NT
DE PARTME NT AND SE CTI ON
WORKI NG GROUP Name, members, notes
THE PRINCE
Even if you are a princess you are the Prince - a golden child. Perhaps you grew up within the State Security ap-
paratus, a legacy, or perhaps you are the scion of a politically connected elite dynasty. Either way youve enjoyed
every advantage, attended the best schools, traveled abroad. All this largesse cuts both ways in the trenches of
the Ministry.
I DE NTI TY
name
E VAL UATI ON
Put +2 in Pull.
Assign however you like:
+1, +0, +0, +0.
DOUBT F ocus L uck Pul l Tradecraft Dri ve
I DE NTI TY
name #
BACKGROUND
FATHE R S OCCUPATI ON Choose one
Military,elite
FAMI LY COMPOSI TI ON Choose one
Nuclear, raised by state
ASSOCI ATI ON OR GROUP Choose two
Foreign Language Club, Dynamo Sports Association Fan Club, Lightning
athletic league, Citizens Roundtable, Patriotic Afairs Club, Block Beau-
tifcation Committee
NE GATI VE NOTE I N YOUR F I L E
Choose one and add detail
Political (Domestic protest, ille-
gal publication, links to individu-
als outside the Homeland, etc)
Psychosexual (Incident of abnor-
mal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign
travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandal-
ism, thef, etc)
ME NTOR Choose one and name
None, senior case ofcer, Department head, parent
APTI TUDE S
Choose any four:
THE NAME
When you mention who you are and make the wishes
of your extended family crystal clear, roll +Pull.
On 10+ hold all 3, its like magic!
on 7-9 hold 2
It will be done immediately
It will be done completely
It wont be reported
SE NI OR OF F I CE R
When you speak the will of the Ministry to those present,
roll +Pull.
On 10+ some or all will go and do the will of the Minis-
try.
On 7-9 theyll ask for something frst. PCs can choose not
to do anything, but the Ministry adds 3-Doubt if they do.
RE PUTATI ON
When you frst meet someone whos heard stories about
you, roll+Pull.
On a 10+, tell the GM two things theyve heard about
you.
On a 7-9, tell the GM one thing theyve heard, and the
GM tells you one thing.
E XTRAORDI NARY ACCE SS
When you make an inquiry to the Ministry, roll+Pull in-
stead of roll+Focus.
L OOKI NG OUT F OR NUMBE R ONE
On a iss on Walk of Shame, apportion blame however you
like.
GOOD TASTE
When you make a show of fashing around your most
valuable possession, choose someone present. Tey will
do anything they can to obtain your item or one like it.
P R I N C E
FOREIGN POWER
You are a deep cover intelligence agent for a foreign power.
Choose the nation you work for. Think about how you managed to insert
yourself so deeply into the State Security apparatus, and how valuable
that is to your country.
Your handler is the subject of your current investigation. It is crucial
that your handler remain in place, unmolested.
SPECIAL MOVE: BLAMESTORMING
When you effectively deflect suspicion from yourself or your handler,
shift up to 3 doubt to another officer.
###
DOMESTIC RESISTANCE
You are a member of a domestic resistance sleeper cell. Your cell leader
is the last person your team apprehended, or, if you have not arrested
anyone yet, the target of your current case.
Think about your cell and who its members are. Think about who you can
recruit, andhow you can strike a blow for freedom.
SPECIAL MOVE: MONIKEY WRENCHING
When you maliciously harm the Ministry in some way, roll +Tradecraft
On a hit you do it.
On 7-9 choose two:
There is evidence. Add 3 doubt
There is culpability. Assign 3 doubt
Your efforts are not as effective as planned
Your efforts have unintended consequences
###
VENGEANCE
Your single goal is to get revenge on a powerful individual you interact
with daily. Why isnt remotely important any more, but do think about
who they are and what they did to you. Own it.
SPECIAL MOVE: HELLS HEART
Choose who you burn for revenge upon. Take +1 ongoing to all rolls ver-
sus them, forever. (All rolls with them directly as a target count, of
course. Rolls against their family and friends, minions, or property may
count, in the GMs judgment. GMs, remember your job is to make the world
seem real and keep the characters lives interesting, not deny the PCs
bonuses.)
###
FAMILY
Your single goal is to get yourself and/or your family safely out of the
country.
Think about your cell and who its members are. Think about who you can
recruit, andhow you can strike a blow for freedom.
SPECIAL MOVE: GO TIME
When you finally pull the trigger on your escape plan, roll +Luck.
On a hit they get out.
On a 7-9 they do not get out cleanly, choose 3:
* A family member is badly injured
* Someone is killed
* You will never hear from your family again
* You are caught out; add 3 guilt (you can choose this option more than
once)
###
INTERIOR
You are a confidential informant for the Ministry of the Interior. Your
handler is in the Department of Regional Affairs Office of Special Proj-
ects.
SPECIAL MOVE: THE CONVERSATION
When you report a valuable bit of intelligence related to Interior, roll
+Pull.
On 10+ hold 3.
On 7-9 hold 1.
* You are rewarded with a foreign travel permit or other perks
* You are given interesting new responsibilities (GM will tell you what)
* You are owed a favor by your handler
* You are given some cooling-off time away from your handler
* Strings are pulled in the Ministry, remove 1 doubt
###
PEOPLES POLICE
You are an undercover agent of the Peoples Police. You report to the
Criminal Investigative Division Office of Legal Intelligence.
SPECIAL MOVE: THE CONVERSATION
When you report a valuable bit of intelligence related to the Peoples
Police, roll +Pull.
On 10+ hold 3.
On 7-9 hold 1.
* You are rewarded with cash or luxury goods or other perks
* You are given interesting new responsibilities (GM will tell you what)
* You are owed a favor by your handler
* You are given some cooling-off time away from your handler
* You are given access to some off-the-books CID-TSU support
###
NO COVER
Your job is not a cover - like most people, you actually work for the
organization you think you do.
SPECIAL MOVE: SACRIFICE
When you give up something precious for the Ministry, I mean really
fucking precious, hold 3-sacrifice. Spend sacrifice 1 for 1 to:
Remove up to 3 doubt
Assign up to 3 doubt
No hurry in spending that, you earned it in hot tears.
###
DEPARTMENT 15
You are an agent of the Main Intelligence Directorate. Your mandate is
identifying foreign spies. Everything else is trivia and semantics.
SPECIAL MOVE: THE THUNDER
When you call on the resources of Department 15, roll +Pull.
On 10+ Department 15 delivers.
On 7-9 Department 15 delivers but choose one:
* The person you want alive is dead
* The evidence you want preserved is destroyed
* The situation you want suppressed is outed
###
DEFENSE
You are a mole for the Ministry of Defense. Your handler is in the Cen-
tral Operational Staff Exigency Analysis Working Group.
SPECIAL MOVE: THE CONVERSATION
When you report a valuable bit of intelligence related to the MOD, roll
+Pull.
On 10+ hold 3.
On 7-9 hold 1.
* You are rewarded with a promotion in military rank
* You are given interesting new responsibilities (GM will tell you what)
* You are owed a favor by your handler
* You are given some cooling-off time away from your handler
* Strings are pulled in the Ministry, remove 1 doubt
###
DEPARTMENT 2
You are an agent of the Department of Counterintelligence, Office of
Domestic Surveillance. You have been tasked with rooting out moles from
Interior, Defense and the Peoples Police within the State Security ap-
paratus. State Security is riddled with them and they are not obvious.
SPECIAL MOVE: THE CONVERSATION
When you identify a suspected mole from outside the Ministry, roll
+Pull.
On 10+ hold 3.
On 7-9 hold 1.
* You are rewarded with cash or luxury goods or other perks
* You are given interesting new responsibilities (GM will tell you what)
* You are owed a favor by your handler
* A helpful rumor is started, shift 1 doubt
* Strings are pulled in the Ministry, remove 1 doubt
###
DE PARTME NT SI X
PASSPORT CONTROL , TOURI SM AND TRANSI T
Te Department of Passport control, Tourism and Transit keeps an eye on foreigners and citizens headed
abroad. Department 6 exerts great power among the intelligentsia and elites.
Department 6 is a small, tight-knit organization that focuses on foreign guests within the nation, nationals
bound for other countries or living abroad, and citizens who have contact with either. Department 6 efec-
tively controls the Homelands ofcial entry and exit channels and has unfettered access to foreign currency,
goods, and information, with a cozy relationship with Department 18s money laundering Commercial
Coordination Working Group. It must rely on the surveillance and intelligence-gathering capabilities of
other Departments, however.
+ Rich
+ Bureaucratic choke point
+ Access to foreigners, tiny but well-placed CI network
- Small
- No organic surveillance assets
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
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DE PARTME NT E I GHTE E N
Te Department of Protection of the National Economy is a tightly-integrated component in the Home-
lands economic machine. It maintains the hollow Department 11 in coordination with Department 2 as
a useful front.
CE NTRAL E VAL UATI ON AND I NF ORMATI ON GROUP
Te CEIG is an investigative unit tasked with ensuring fscal responsibility within the Ministry of State
Security. It has wide-ranging powers.
Te CEIG are the fnancial police, in charge of monitoring and controlling the grey and black markets and
investigating cases of embezzlement, fscal malfeasance, and importation of contraband. Tere is almost
no investigation in which the CEIG cannot fnd some area of professional interest. Because their investiga-
tions ofen touch the highest levels of society, the agents of the CEIG are hand-picked for the qualities of
discretion, loyalty, and pragmatism.
+ Prestigious
+ Not corrupt
- Small
- Hated by other Departments
- No CI network
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
Unauthorized dissemination or
disclosure punishable under
Section 97 of the Universal
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DE PARTME NT NI NE TE E N
Te Department of Trafc and Transportation is surprisingly powerful within State Security, keeping a
fnger on the pulse of the economy and utilizing transit as a tool for both running informants and surveil-
ling potential threats to the Homeland. It maintains a huge network of informants. Te DTT is primarily
concerned with cultivating and maintaining informants within the highly mobile and ubiquitous trans-
portation and service sectors. Teir informants are everywhere and see everything. Department 19 has
some of the best self-contained surveillance assets available to the State Security through the Ofce of
Internal Telecommunications, Working Group 17, and its network of informants. As such the Department
is feared and respected.
WORKI NG GROUP B
Working Group B focuses on the physical surveillance of the domestic movement of persons of interest.
An elite and independent task force pulled from other ofces and even other departments, Working Group
B keeps an eye on foreigners in-country, leveraging other Department 19 assets. Department 2 considers
them clumsy amateurs, which is unfair.
+ Huge
+ Vast CI network
+ Well developed surveillance infrastructure
- Ponderous bureaucracy
- Ten agents for every opening
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
Unauthorized dissemination or
disclosure punishable under
Section 97 of the Universal
Criminal Code
DE PARTME NT TWE NTY
Te Department of Culture and Religion is primarily concerned with cultivating and maintaining infor-
mants within the arts and religious communities through the Ofces of Cultural and Religious Afairs
respectively. In addition, the DCR monitors, crushes, and occasionally encourages dissent within these
communities. Department 20 has no native surveillance assets but enjoys a thick network of highly-placed
informants, particularly on the arts side.
OF F I CE OF CULTURAL AF FAI RS
Ofce of Religious Afairs and Tolerance runs a deep network of confdential informants in the arts, aca-
demia, and among the elites. Department 13s Ofce of Media Factors is a professional rival, although only
in the niche area of journalists and celebrities.
+ Well-connected
+ Experienced in psyops and dirty tricks
+ Close relationship with Department 12, has the goods on everyone
- No organic surveillance assets
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
Unauthorized dissemination or
disclosure punishable under
Section 97 of the Universal
Criminal Code
PE OPL E S POL I CE
Te Peoples Police do not like the Ministry of State Security. As de facto subordinates, the Peoples Police
are ofen required to work along side State Security agents and render assistance. Tey are ofen subjected
to dismissive, humiliating treatment, despite being highly competent professionals.
Cri mi nal I nve sti gati ve Di vi si on Te chni cal se rvi ce s uni t
Provides wiretapping and eavesdropping equipment and personnel. Te most skilled personnel and the
widest general reach. Utilized heavily by State Security, who dont trust their own wizards in Department 3.
Ofcers of the CID-TCU are ofen called into liaison with State Security assets for physical and technical
surveillance, as well as traditional law enforcement functions. Tis is particularly true when cases are likely
to involve non-security-related criminal activity. Tese ofcers have all the privileges and responsibilities
of State Security feld agents, as well as normal domestic investigative and arrest powers. State Security
personnel tend to treat them as incompetent amateurs, which is ofen unfair.
+ Conventional arrest powers
+ Well developed surveillance apparatus
+ Outside State Security chain of command
- Outside State Security chain of command
- Looked down on by State Security agents
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
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disclosure punishable under
Section 97 of the Universal
Criminal Code
MI NI STRY OF DE F E NSE
Te Ministry of Defense does not like the Ministry of State Security. Tere is nominal cooperation between
the two entities and they exchange personnel, but no love is lost between them. MOD jealously guards its
mandates, and aggressively runs agents within State Security, treating it like any other existential threat.
CE NTRAL COORDI NATI ON GROUP
Ostensibly coordinates activities of military intelligence and Ministry of State Security. In reality serves as
a conduit for intelligence and obstruction.
Ofcers of the CCG are ofen assigned to Ministry of State Security teams to serve as military liaison.
Tese agents have all the privileges and responsibilities of State Security feld agents, but report to their
own military chain of command. In matters related to military personnel and materiel, they are expected
to take a lead role. Among State Security personnel CCG staf are widely regarded as spies and bumblers
and are ofen marginalized.
+ Unlimited power in military afairs
+ Outside State Security chain of command
- Outside State Security chain of command
- Distrusted by State Security agents
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
Unauthorized dissemination or
disclosure punishable under
Section 97 of the Universal
Criminal Code
DE PARTME NT TWE NTY
Te Department of Culture and Religion is primarily concerned with cultivating and maintaining infor-
mants within the arts and religious communities through the Ofces of Cultural and Religious Afairs
respectively. In addition, the DCR monitors, crushes, and occasionally encourages dissent within these
communities. Department 20 has no native surveillance assets but enjoys a thick network of highly-placed
informants, particularly on the arts side.
OF F I CE OF RE L I GI OUS AF FAI RS AND TOL E RANCE
Ofce of Religious Afairs and Tolerance runs a deep network of confdential informants among the clergy
and key parishioners.
+ Well-connected
+ Experienced in psyops and dirty tricks
+ Close relationship with Department 12, has the goods on everyone
- No organic surveillance assets
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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97
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disclosure punishable under
Section 97 of the Universal
Criminal Code
DE PARTME NT TWE NTY SI X
Te Department of Strategic Communication provides secure communication for all of State Security and
remains scrupulously neutral in inter-departmental squabbles. Te DSC is a research and feld organiza-
tion composed of experts in all forms of technical surveillance. Tey are widely regarded as free-thinking
eggheads, wizards and nerds. Department 26 has been thoroughly emasculated by other more aggressive
Departments, and is essentially a service bureau for more powerful players like 2, 18 and 19.
+ Technical geniuses
+ Capabilities no other group possesses
- Small
- Bad political reputation
- Co-opted and neutered by other, larger Departments and used as bag-men
- No CI network
EMPLOYEE RECORD SHEET
Seconded to Department 2
Office of Domestic Surveillance
INVestigative Working Group
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disclosure punishable under
Section 97 of the Universal
Criminal Code
PE RSONNE L
SUBJE CT
name PROTE CTE D I D COVE R PAGE
DE SK OF F I CE R
WORKI NG GROUP Note Working Group members
E XTE RNAL RE SOURCE S Note Interior, Peoples
Police CID, MOD members
ROUTE F I L E
Case ofcers
Desk ofcer
Department head
Originating Department
Department 12
Ofce of the Minister of State Security
Other:
UNI VE RSAL CRI MI NAL CODE
Rights of the Accused
Anyone accused of a major crime has the right to be repre-
sented by a lawyer, the right to a speedy trial, and the right
to appeal.
Legal Precedent
Due to the perilous situation in the Homeland and the active
eforts of our enemies to destroy us, both preparation and
attempt are themselves crimes.
Testimony
Since the voice of the people is our most efective tool in
maintaining our freedom, hearsay evidence is admissible in
court.
Sections of the UCC related to Investigative Working
Group Ofcers
Section 88 Warlike activities for the oppression of a
people (death)
Section 96 Treason (death)
Section 97 Passing secret information (death)
Section 98 Recruitment to a spy ring (death)
Section 99 Passing non-secret information (12 years)
Section 104 Sabotage (death)
Section 106 Anti-state incitement and agitation (2-10
years)
Section 107 Formation of groups hostile to Homeland
(2-12 years)
Section 213 Unauthorized border crossing (8 years)
Section 215 Insult to public order (5 years)
Section 217 Illegal demonstration (8 years)
Section 218 Illegal abortion (1-5 years)
Section 219 Unauthorized contact (5 years)
Section 249 Endangerment of public order (5 years)
All other sections fall under the purview of the Peoples Police
or Ministry of the Interior.
Trial
Trials must take place within a reasonable time afer arrest.
Te accused are represented by Homeland-provided lawyers.
Trials are conducted before three-judge panels. All judges
are graduates of the University of the Ministry of State Secu-
rity, which operates within Department 14.
Sentencing
Prison sentences have a mandatory minimum of six months.
Sentences can be extended upon judicial review.
Appeals
Criminals remanded to the Peoples Police Custodial
Division or the Department of Detention and Correction
(Department 17) may appeal their convictions directly to the
Director of State Security.
DI SPOSI TI ON
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SURRE PTI TI OUS E NTRY
When you perform a surreptitious entry, choose
one member of the team to scout the location, one to
handle access and one to be operation supervisor (the
same character cannot have two jobs). If you dont
have enough team members or choose not to assign a
job, treat that job as if it had rolled a 6. Each character
with a job to do rolls+Tradecraf. On a 10+ the opera-
tion supervisor removes the frst point of doubt anyone
gains in the operation. On a 10+ the scout will spot any
trouble quick enough to let you get ahead of it. On a
10+ the access man reduces the amount of time it takes
to achieve your goal (the GM will say by how much).
On a 79 each roles performs their job as expected:
the operation takes about as long as expected, no one
surprises anybody.
THE TAI L
When you set up a tail, roll+Tradecraf. On a hit, you
follow the subject until theres a signifcant change in
their direction or mode of travel and then lose them.
On a 10+, you also choose 1:
Gain a useful bit of information about your subject
(the GM will tell you what); use it for +1forward
Determine what caused the tail to be shaken
THE E AR
When you Monitor a subject remotely, roll +Focus
10+ If theres something to be learned, you learn it.
7-9 If theres something to be learned, you learn it but
choose one:
You learn it too late
you learn it because it becomes public
you learn it at a cost in time, resources, or harm
you wish you hadnt learned it
THE E YE
When you spend a moment to survey a suspicious area,
roll+Tradecraf. On a 10+, hold 3.
On a 7-9, hold 1. Spend your hold as you walk through the
area to ask these questions:
Is there incriminating evidence here?
If there is incriminating evidence, where is it con-
cealed?
What else is hidden here?
Who has been here?
Has this area been tampered with or sanitized?
When you spend a sleepless night surveying a suspicious
group of records, use Te Eye but +Focus.
SPE CI AL
MOVE S
You get all of these:
SUBJE CT
name PROTE CTE D I D
BACKGROUND
FATHE R S OCCUPATI ON
Dissident, criminal, worker, military, professional, unknown
FAMI LY COMPOSI TI ON
Extended, nuclear, single parent, unorthodox, raised by state
ASSOCI ATI ONs OR GROUPs
Mainline church, bible study group, Dynamo Sports Association Fan
Club, Lightning athletic league, Contemporary Literature Circle, Fine
Art Society, Patriotic Afairs Club, Block Beautifcation Committee,
Citizens Roundtable
E DUCATI ON
None, compulsory school, technical school, University
E MPL OYME NT
FAMI LY
PARE NTS
Orphan, none living, one living, both living
POSI TI ON
Unemployed, inmate, manual labor, government, skilled labor, techni-
cal specialty, military, arts, religious, professional, political, retired
STATUS
Volunteer, itinerant, entry level, long-term, junior management, senior
management, elite
Note s
Note s
SPOUSE
None, live-in partner, newlywed, married, divorced, widowed
CHI L DRE N
None, one, two, three or more, step-child, adopted child, dead child
RE SI DE NCE
State-sponsored, housing project, apartment, shared house, house
TRANSPORTATI ON
Public transportation, motorcycle, shared automobile, automobile
ASSE TS
F I NANCE S
Impoversished, hand-to-mouth, comfortable, well of
Note s
Note s
PAGE 1 of 4
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MI NI STRY
CONTACT
ORI GI NATI ON
ORI GI NATI NG DE PARTME NT
Interior, Peoples Police CID, MOD, 1, 2, 3, 4, 6, 7, 8, 9, 10, 11, 12, 13, 14,
17, 18, 19, 20, 22, 24, 26, other
Note s
DE SK OF F I CE R Note Department
COMPL AI NT OR OBSE RVATI ONS
Note s
SUBJE CT
name PROTE CTE D I D PAGE 2 of 4
HOSTI L E NE GATI VE
Political (Domestic protest, illegal publication, links to individuals
outside the Homeland, etc)
Psychosexual (Incident of abnormal sexual behavior, attempted
sexual assault, etc)
Social (Family disgrace, foreign travel, academic or workplace
failure, etc)
Criminal (Arson, assault, vandalism, thef, etc)
Conf i de nti al i nf ormant status
Never approached, approached-rejected, approached-accepted-current
WATCH L I ST
Never, initiated-ended, initiated-ongoing, Department head eyes only
CRI MI NAL HI STORY
None, protective custody, warning arrest, arrest-acquittal, arrest
I NCARCE RATI ON Note sentence, law Section, length of incarceration
None, Peoples Police, MOD, Department 17 (public), secret detention
I NF ORMANTS Note names, position and relationship
None, one, multiple
RESTRICTED ACCESS

96
SUBJE CT
name PROTE CTE D I D
CASE PL AN:
PRE PARATI ON
RE SE ARCH
Interviewing individuals
Personal records/history check, building a biography
Building/facility check, blueprints
Other research as Warranted by Case
MI NI STRY PAPE RWORK
Request Staf, including non-Ministry personnel
Request Services
Requesting Equipment
Requesting Variances and Special Permits
Other paperwork as Warranted by Case
PAGE 3 of 4
PHYSI CAL SURVE I L L ANCE
Tailing on Foot
Tailing in a Vehicle
Monitoring a Fixed Location
SOCI AL MONI TORI NG
Deploying a CI or ofcer to Gather Intelligence
Deploying a CI or ofcer as an Agent Provocateur
Other Social Surveillance as Warranted by Case
CASE PL AN:
PHSYCI AL
OBSE RVATI ON
FACI L I TATI ON
Surreptitious Entry
Establishment of Temporary Monitoring Outposts
TE CHNI CAL SE RVI CE S
Listening Device Installation
Wiretap Installation
Photographing, Filming, Audio Recording
Other Technical Services as Warranted by Case
ANALYSI S
Garbage Analysis
Document Analysis
Other Analysis as Warranted by Case
CASE PL AN:
TE CHNI CAL
OBSE RVATI ON
Note s
Note s
Note s
RESTRICTED ACCESS

96
SUBJE CT
name PROTE CTE D I D
CASE PL AN:
I NTE RVE NTI ON
POL I CE POWE RS
Secure a Warrant
Arrest
Protective Detention
E XTRAJUDI CI AL ME THODS
Abduction
Stress Application (Violence and threats of harm)
Other Extrajudicial Methods as Warranted by Case
I NTE RROGATI ON
Friendly Interview
Hostile Interrogation
E XPL OI TATI ON
Recruitment of New CIs, Friendly or Hostile
Cultivation of Existing CIs
Establishment of Permanent Monitoring Outposts
PAGE 4 of 4
E VI DE NTI ARY
Reviewing Collected Evidence
Weeding Evidence
Filing Evidence
RE PORTI NG
To Desk Ofcer
To Departmental Senior Ofcer
To other stake-holders
Final Case Report to Department 12
CASE PL AN:
PROSE CUTI ON
Note s
Note s
RE SULT OF I NVE STI GATI ON

OUTCOME
RESTRICTED ACCESS

96
Unauthorized dissemination or
disclosure punishable under
Section 96 of the Universal
Criminal Code

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