Division 5
Glossary
Every term the book defines, A to Z.
A
- Abandonment Protocol
- The end-of-scene vehicle procedure for leaving, wiping, destroying, or planting evidence in a compromised vehicle. Chapter Seven
- Access
- What an Asset or cover can actually reach: a file room, official, social circle, network, route, safe house, schedule, or piece of equipment. Chapter Eight
- Active Measures
- Operations meant to shape what a target audience believes, doubts, or does. Chapter Ten
- Against-Disposition Play
- Acting against the PC’s locked Disposition anchor. Chapter Three
- Alert Clock
- A short scene clock for intrusion, pursuit, or operational exposure; it tracks the current scene, not long-term Compromise or Public Heat. Chapter Ten
- Analyst
- The intelligence-brain Archetype: dossier work, pattern recognition, cryptography, source assessment, and the question the rest of the team missed. Chapter Three
- Anomalous File
- An optional case type where something appears to break the normal espionage frame. Division 5 remains non-supernatural by default; anomalous files are a campaign module, not a core assumption. Chapter Nine
- Archetype
- The mechanical profession chosen at character creation: Operative, Handler, Analyst, Face, Wetworker, or Quartermaster. Chapter Three
- Asset
- A recruited or cultivated source, run through Trust, Exposure, Access, and Capability rather than a full PC sheet. Chapter Eight
- Asset Task
- A concrete job an Asset does for the team, always paid for in risk, Trust, Exposure, money, or future obligation. Chapter Eight
- Attribution
- The post-operation procedure for deciding who the world thinks did the job; a mission can succeed and still be attributed badly. Chapter Eight
- Attribution Signature
- Any clue that feeds the hostile Attribution pool. Chapter Eight
- Authorization Ladder
- The authority scale for who can approve operational deviations. Chapter Ten
- Availability
- A gear tag showing how equipment can plausibly be acquired. Availability gates Requisition and consequences. Chapter Six
B
- Biometric Capture
- A face, fingerprint, gait, voice, iris, DNA, or other physical identifier entering a hostile or commercial system. Chapter Eight
- Black Bag / Covert Entry
- The playbook for working inside a location without being noticed. Chapter Ten
- Black Item
- Gear with no lawful or plausibly deniable acquisition route. Chapter Six
- Bought Asset
- An Asset motivated primarily by payment, access, debt, or transaction. Chapter Two and Chapter Eight
- Brawl
- The Division 5 unarmed combat skill. Chapter Four
- Brush Pass
- A live handoff made while both parties appear to keep moving. Chapter Eight
- Burn / Burned
- To consume a cover identity, asset, station, channel, file, or piece of gear so it cannot safely be used again; for Legends, Burned means the Burn Track is full. Chapter Eight
- Burn Bag
- A prepared kit, container, protocol, or talent for destroying or isolating evidence quickly. Chapter Five and Chapter Eight
- Burn Check
- The closing check that asks whether a channel, item, or Legend survived being used. Chapter Ten
- Burn Track
- The track attached to each Legend that records how close the identity is to being Burned. Chapter Eight
- Burner
- A phone, laptop, vehicle, identity, account, or other tool intended to be discarded after use. A burner lowers linkage only if procurement, use, and disposal were handled cleanly. Chapter Six
C
- Capability
- What an Asset can actually do for the team. Chapter Eight
- Case Officer
- An officer who runs an Asset or source relationship, in D5 or a hostile service. Chapter Two and Chapter Eight
- Cell
- A small operational group, often local, compartmented, and deniable. Chapter Two
- Class Skill
- A skill granted by Archetype at character creation. Chapter Three
- Clean
- A context-dependent term meaning the current procedure found no live trace, not that consequences are gone for good.
- Clean Kill
- A decisive Sniping result earned through prepared Shot Advantage work. Chapter Four
- Clean Success
- The operation outcome grade for an objective achieved inside scope with little trace. Chapter Ten
- Cleanup / Exit
- The closing intrusion or Exfiltration work of removing traces and opposing Attribution. Chapter Ten
- Codename
- The internal D5 name for the operative, one of four name layers: real name, service name, codename, and the cover names tied to Legends. Chapter Three
- Coerced Asset
- An Asset compelled through pressure, blackmail, fear, legal threat, family leverage, or captivity. Chapter Two and Chapter Ten
- Communications Discipline
- The procedures that keep operational channels safe to use. Chapter Ten
- Compartment
- A limit on who is allowed to know about an operation, source, channel, target, or fact. Compartments protect secrets but make support, liaison, and rescue harder. Chapter Ten
- Compromise
- The persistent PC-facing track measuring how known, indexed, and watched the operative has become; rest and ordinary recovery do not clear it. Chapter Eight
- Contextual Signature
- An Attribution signature created by context rather than hard proof. Chapter Eight
- Control Officer
- The officer with authority over a team, operation, station function, or source relationship. “Handler” is the table-facing version when the relationship is personal or asset-focused. Chapter Ten
- Coordination
- The Division 5 skill for fine motion, balance, and manual manipulation. Chapter Four
- Cover
- The fiction of why an operative belongs in a scene. The rules structure underneath most cover is the Legend. Chapter Eight
- Cover Type
- A broad cover category with predictable access and risks. Chapter Ten
- Cover Vehicle
- A vehicle chosen because it supports the Legend and does not draw the wrong attention. Chapter Seven
- Cryptography
- The Division 5 skill for codes, ciphers, authentication, and secure traffic. Chapter Four
- Cyber
- The Division 5 skill for hacking, digital intrusion, device compromise, and data recovery. Chapter Four
- Cyber Detection Clock
- The Nightscreen clock that tracks how close a digital intrusion is to being noticed. Chapter Ten
- Cynic
- A Disposition anchored by the belief that the institutions lie and the work is still the work. Chapter Three
D
- Dead Asset
- An Asset who is dead, unreachable, burned beyond recovery, or no longer usable as a source. Chapter Two and Chapter Eight
- Dead Drop
- A static exchange site where material is left for later collection without a live meet. Chapter Eight
- Deep Cover / Deep NOC
- Long-term non-official cover with low institutional signature and high personal cost. Chapter Eight
- Deep Legend
- The most durable Legend tier, prepared over years to survive serious checks. Chapter Eight
- Defection / Asylum
- A playbook for moving a willing source into protection. The central pressure is whether the source is genuine, watched, compromised, or being used as a dangle. Chapter Ten
- Deliberate Burn
- Sacrificing a Legend, channel, asset, or item for immediate advantage; the loss is permanent. Chapter Eight
- Demolitions
- The Division 5 skill for explosives, breaching, and sabotage. Chapter Four
- Deniability
- The institution’s ability to say D5 did not do the thing, did not know about it, or did not authorize it. Chapter Two
- Deniable Gear
- Equipment designed or chosen to leave minimal service attribution. Chapter Six
- Detainee State
- A quick status for a captured person. Chapter Ten
- Digital Trace
- Logs, metadata, device identifiers, and other network artifacts usable in Cyber Detection or Attribution. Chapter Six and Chapter Eight
- Director / The Director
- The final D5 authority. Chapter Two and Chapter Ten
- Directorate Desk
- Senior institutional authority directly below the Director. Chapter Ten
- Dirty Chain
- A gear quality meaning the item points toward local criminals, brokers, smugglers, or gray-market suppliers before it points toward D5. Chapter Six
- Disguise
- The Division 5 skill for physical impersonation, used in support of a Legend. Chapter Four
- Disposition
- The PC’s locked psychological anchor: Patriot, Professional, Cynic, Idealist, Mercenary, or Ghost. Disposition is Division 5’s equivalent to Ink & Mayhem’s Shtick layer, but calibrated for spy pressure. Chapter Three
- Division 5 / D5
- A deniable multinational intelligence service founded during the Shadow War; off-book, compartmented, and defined by the Ledger. Chapter Two
- Downtime
- The stretch between operations used for recovery, training, and maintenance. Chapter Ten
- Drive
- The Division 5 wheeled-vehicle skill. Chapter Four and Chapter Seven
E
- Elite
- A mid-tier adversary. Division 5 mostly uses the Core tier, but some D5 Elites may have Strain Points when interrogation, pressure, or social collapse matters. Chapter Nine
- Engineering & Repair
- The Division 5 technical skill for building, repairing, and diagnosing equipment. Chapter Four
- Enhanced Information Spend
- A talent-gated Fortune Point option that improves the quality of gathered information. Chapter Five
- Era
- The table’s campaign frame: Shadow War, Long Dark, or Nightscreen. Chapter Two and Chapter Eight
- Era Framing
- The Chapter Eight rule layer that changes how the same action behaves in each era.
- Execution
- The operation phase where the team acts on the objective. Chapter Ten
- Exfil / Exfiltration
- The operation phase where the team leaves, secures people or material, cleans traces, and records consequences. Chapter Ten
- Exposure
- The Asset-facing track measuring how visible, endangered, or compromised the Asset has become. Chapter Eight
F
- Face
- The social infiltrator Archetype, invited inside rather than breaking in. Chapter Three
- False Clean
- An SDR or operational result that appears safe but is actually a Calamity. Chapter Ten
- Field Discretion
- The lowest level on the Authorization Ladder. Chapter Ten
- Forgery
- The Division 5 skill for false documents, records, and paper or digital trails. Chapter Four
- Free Pick
- A character-creation skill pick chosen from the full Division 5 skill list. Chapter Three
G
- Garden, The
- D5’s identity, cover, and deep-legend infrastructure. Chapter Two and Chapter Eight
- Gear Quality
- A tag that changes how a piece of equipment conceals, performs, or leaves trace. Chapter Six
- Ghost
- A Disposition for the burned or officially nonexistent operative; also the name of certain talents and archetype-adjacent concepts. A Ghost is deniable even by D5 standards. Chapter Three
- Grey Retirement
- A late-career outcome where an operative is not simply free, dead, or imprisoned, but quietly moved out of the field under institutional terms. It also names a high-tier talent. Chapter Five
H
- Handler
- The Asset-runner Archetype and the common term for a control officer responsible for a source or team relationship. Chapter Three and Chapter Eight
- Hard Signal
- A trace strong enough to change the next scene or hostile response; stronger than a Soft Signal. Chapter Ten
- Honeypot / Honey Trap
- An operation using intimacy, attraction, or compromising personal leverage to gain access or pressure. It is corrosive; use table-boundary guidance. Chapter Ten
- Hostile Attribution Pool
- The dice pool built from signatures left by the operation. Chapter Eight
I
- Idealist
- A Disposition anchored by the belief that the work can still be made worthwhile. Chapter Three
- In-Disposition Play
- Acting in line with the PC’s Disposition anchor. Chapter Three
- Institutional Signature
- A trace that suggests a service, state, corporation, military unit, embassy, or other institution rather than a lone actor. Institutional signatures are dangerous because they scale into politics. Chapter Eight
- Intel Check
- Any check in the Intel Phase that can build the Tradecraft Pool. Chapter Eight
- Intel Phase
- The operation phase for research, surveillance, asset checks, and preparation. Chapter Eight and Chapter Ten
- Interrogation
- The Division 5 skill for questioning, debriefing, and reading a person under control. Chapter Four and Chapter Ten
- Interrogation Ladder
- The output scale for what questioning actually yields. Chapter Ten
- Iota Committee
- A Rival Off-Book power, used as a faction rather than a rules subsystem. Chapter Two
K
- Knowledge
- A specialization-based mental skill. Chapter Four
L
- Ledger, The
- D5’s institutional memory: debts, secrets, old bargains, and favors owed. It is also the name of a high-tier talent. Chapter Two and Chapter Five
- Legend
- A prepared cover identity with its own depth tier and Burn Track. Chapter Eight
- Legend Depth
- The durability category of a Legend: Thin, Standard, or Deep. Depth sets Burn Track length and how much scrutiny the identity can bear. Chapter Eight
- Legend Hit
- A mark on a Legend’s Burn Track. Chapter Eight
- Legend Quality
- An optional tag that gives a Legend texture and risk. Chapter Eight
- Lethal Authority
- The question of who authorized a killing and on what grounds. Chapter Ten
- Liaison
- Cooperation, bargaining, silence, or deniable handoff between D5 and another service, station, corporation, police unit, or local power. Chapter Ten
- Long Dark
- The 1946-1989 era of files, stations, and patient human tradecraft; the default Division 5 register. Chapter Two and Chapter Eight
M
- Maneuver
- A Core action-economy term used normally in Division 5. Chapter Four
- Mercenary
- A Disposition anchored by transactional survival, pay, access, or private reward. Chapter Three
- Messy Success
- The operation outcome grade for an objective achieved at a lingering cost. Chapter Ten
- Minion / Elite / Nemesis
- The Core adversary tiers, used normally by Division 5. Chapter Nine
- Misdirection
- An Asset task or operation move that creates a false trail or shifts suspicion. Chapter Eight
- Mission Brief
- The operational document or table prompt defining an operation’s scope, limits, and support. Chapter Ten
- Moscow Rules
- The reflex doctrine of operating as if surveillance is present, especially in the Long Dark. Trained officers know the doctrine; the Moscow Rules talent gives the mechanical upgrade. Chapter Five
N
- Named Services
- The ordinary national intelligence and security services of the era: Abwehr, Gestapo, SOE, OSS, KGB, Stasi, CIA, MI6, DGSE, Mossad, MSS, FSB, and others as appropriate. They are not D5, but they shape the board. Chapter Two
- Narrow Signature
- An Attribution signature so specific it points toward a particular group, technique, or previous operation. Chapter Eight
- Nightscreen
- The 1990-present era of SIGINT dominance, biometric pressure, and attribution warfare. Chapter Two and Chapter Eight
- NOC
- Non-official cover: an operative without overt diplomatic or government protection. Chapter Eight
O
- Objective
- What the operation is actually trying to achieve. Objectives can be primary, secondary, or optional. Chapter Ten
- Operation Playbook
- A mission template with expected pressures and primary skills. Chapter Ten
- Operational Alert
- The immediate state of a site, target, route, guard force, or digital defender, tracked on the Alert Clock. Chapter Ten
- Operational Funds
- Operation-scoped money for bribes, asset payments, and operational logistics. Chapter Six
- Operative
- The field-generalist Archetype: the all-rounder who crosses borders, improvises, holds cover, and solves the job when specialists are out of position. Chapter Three
- Optional Signature Skill
- A character-creation option to raise one Class Skill in place of one Free Pick. Chapter Three
- OSINT Sweep
- An open-source intelligence check against public, non-classified sources; mainly a Nightscreen and late Long Dark tool. Chapter Eight
P
- Partial Success
- The operation outcome grade for value gained while a key condition failed. Chapter Ten
- Passive Compromise
- Era-based exposure that accumulates from simply operating under hostile conditions. Chapter Eight
- Patriot
- A Disposition anchored by loyalty to flag, cause, oath, or the people beneath the institution. Chapter Three
- Personal History Skill
- An optional character-creation skill tied to who the operative was before or outside D5. Chapter Three
- Personal Stash
- A persistent private reserve held outside D5 accounting. Chapter Six
- Pilot
- The Division 5 vehicle skill for aircraft, watercraft, drones where appropriate, and non-wheeled platforms. Chapter Four and Chapter Seven
- Poison / Poisoning
- A covert administration procedure for incapacitating or killing without open violence. Chapter Ten
- Profession Skill
- A skill counted as professionally trained for advancement purposes. Chapter Three
- Professional
- A Disposition anchored by craft, distance, and doing the job well. Chapter Three
- Prototype Gear
- Experimental, modified, or not-yet-standard equipment. Chapter Six
- Public Heat
- The public-facing visibility of an operation; the public can see a scandal without knowing D5 caused it. Chapter Ten
- Public Incident
- An Attribution signature created by visible violence, arrests, or media attention. Chapter Eight and Chapter Ten
- Pursuit Clock
- A chase overlay for the Core vehicle rules. Chapter Seven
Q
- Quartermaster
- The gear-maker Archetype: engineering, repair, forgery support, modified equipment, logistics, and contingency kit. Chapter Three
R
- Readiness
- The Division 5 skill for surprise, nerve, and immediate reaction. Chapter Four
- Real Name
- The operative’s true identity, often stored only in the institutional vault. Chapter Three
- Rebuilding a Legend
- Creating a new identity after an old one has cooled, failed, or been burned. Chapter Eight
- Requisition
- The Division 5 replacement for ordinary shopping during operational preparation. Chapter Six
- Requisition Cost
- The point cost of obtaining equipment through D5 channels. Chapter Six
- Resilience
- The Division 5 skill for staying functional under pain, fatigue, and harsh conditions. Chapter Four
- Resistance / Wounds / Strain
- Core derived values used normally in Division 5. Compromise, Burn Track hits, Trust, and Exposure are separate tracks; they do not replace Wounds, Strain, Resistance, or Defense. Chapter Three and the Core Rules
- Restricted Gear
- Equipment that requires permit, profession, cover, official channel, or workaround. Chapter Six
- Rival Off-Books
- Deniable organizations outside ordinary service structures: Iota Committee, Directorate Fourteen, Rook Group, Cleaners’ Guild, and campaign-specific equivalents. They mirror D5’s methods without sharing its restraints. Chapter Two
- Rook Group
- A Rival Off-Book faction used for deniable private or quasi-state operations. Chapter Two
S
- Sanctioned Lethal Action
- The authorized form of wet work. Chapter Ten
- Scenario Asset
- Gear, vehicle, contact, site, or authority assigned by the operation rather than bought with ordinary Requisition. Chapter Six
- SDR
- Surveillance Detection Route: a planned movement pattern for finding out whether the team is being followed. Chapter Ten
- Secret
- The career-ending fact every PC defines during finishing touches. Chapter Three
- Service Name
- The name on the operative’s D5 file. Chapter Three
- Shadow War
- The 1939-1945 era of occupation, resistance, and fast, lethal work. Chapter Two and Chapter Eight
- Shot Advantage
- The temporary preparation pool for a single declared sniper shot. Chapter Four
- SIGINT
- Signals intelligence: intercepted communications, metadata, and the analysis built from them. Chapter Two and Chapter Ten
- Signal Traffic
- The procedure for operational communications. Chapter Ten
- Signature (X)
- A gear quality meaning the item strongly points to a named service, origin, method, or manufacturer if recovered or analyzed. Chapter Six
- Skimming
- Diverting money, valuables, or operational resources into Personal Stash. Chapter Six
- Snatch / Rendition
- A playbook for seizing and moving an unwilling target. Chapter Ten
- Sniping
- The Division 5 precision rifle skill. Chapter Four
- Soft Signal
- An ambiguous trace that may not matter now but can feed Attribution later. Chapter Eight
- Source Evaluation
- The A-D rating of source reliability and information credibility. Chapter Ten
- Soured Intel
- A failed or contaminated Intel Phase result that turns preparation against the team. Chapter Eight
- Standard Legend
- The workhorse cover tier, supported by enough backstory to survive ordinary operations. Chapter Eight
- Starting Requisition Budget
- The equipment budget used at character creation, set by era and modified by Archetype. Chapter Three
- Station
- A local D5 presence, not necessarily an office. Chapter Two and Chapter Ten
- Station Burn
- The protocol for abandoning or destroying local infrastructure. Chapter Ten
- Station Chief
- The local senior authority for serious decisions inside the station’s area. Chapter Ten
- Street Gear
- Criminal or gray-market equipment. Chapter Six
- Subterfuge (Core)
- Split in Division 5 between Coordination and Tradecraft; the Core Skill Crosswalk in this chapter shows the mapping. Chapter Four
- Surveillance
- The Division 5 skill for watching, following, and detecting watchers. Chapter Four
- Surveillance Detection
- The playbook for handling hostile observation; its formal route is the SDR. Chapter Ten
- Survival & E&E
- The Division 5 skill for wilderness survival, escape, and evasion. Chapter Four
T
- Tasking
- The first operation phase, where the mission and its limits are set. Chapter Ten
- Team Lead
- The delegated operational authority above Field Discretion and below Handler/Control Officer. Chapter Ten
- Technical Collection
- Operations built around bugs, intercepts, devices, and networks. Chapter Ten
- Tell
- A small player-authored signature that can betray the operative under pressure. Chapter Three
- Theater / Window
- Where and when the operation happens. Chapter Ten
- Thin Legend
- A disposable cover tier: light backstory, fast preparation, limited durability, often built to be spent. Chapter Eight
- Tradecraft
- The signature Division 5 Savvy skill for professional intelligence procedure and field discipline. Chapter Four
- Tradecraft Pool
- The team’s shared preparation dice pool, the mechanical payoff for doing the spy work before the risky scene. Chapter Eight
- Tradecraft Tree
- An Archetype-specific talent path for Division 5. Chapter Five
- Triangulation
- The Shadow War radio direction-finding pressure track. Chapter Ten
- True Believer
- An Asset motivated by ideology, faith, patriotism, revenge, moral conviction, or cause. True Believers can be brave and dangerous because they may act beyond tasking. Chapter Two
- Trust
- The Asset-facing track measuring whether the Asset believes in the relationship enough to keep cooperating. Chapter Eight
U
- Useful Failure
- The operation outcome grade for a lost objective that still preserved people or produced something worth keeping. Chapter Ten
W
- Walk-In
- A potential Asset who approaches D5 without being recruited, vetted as a possible provocation or dangle before being trusted. Chapter Two and Chapter Eight
- Wet Work
- Sanctioned lethal action under defined authority. Chapter Ten
- Wetworker
- The quiet-specialist Archetype for sabotage, close protection, targeted action, counter-terror work, and assassination when the operation authorizes it. Chapter Three
- Window
- The time boundary on an operation. Chapter Ten
- Wrong Person
- A detainee state indicating the team has seized someone who is not the intended target. Chapter Ten