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Division 5 · Reference

Appendices

Quick Reference

Character Creation

Step Choice Rules Hook
1 Pick Era Sets catalog, vehicles, technology, and era modifiers.
2 Pick Archetype Gives characteristic array, class skills, signature ability, and Tradecraft Tree.
3 Pick Disposition Gives the character’s locked psychological pressure.
4 Assign Characteristics Use Archetype array; move one point within creation limits.
5 Assign Skills Three class skills at 2, then either three free skills at 1 or two free skills at 1 plus one class skill raised to 3; record profession skills.
6 Pick Talents Two General Talents plus one Tier 1 Archetype Tree talent.
7 Build Legends One Thin, one Standard, one Deep; Face and Ghost modify this.
8 Requisition Gear Shadow War 20, Long Dark 25, Nightscreen 30, modified by Archetype.
9 Finish Service name, real name if known, codename, tell, secret, two fluent languages, optional Personal History Skill; Personal Stash starts at 0 unless the GM approves a hook.

Division 5 character creation replaces the Core Rules’ species/background/career/110 XP starting procedure. After creation, use normal experience advancement. Profession skills come from Archetype, starting skill choices, and one optional Personal History Skill.

Disposition Rule Effect
In-Disposition Play If the action clearly aligns with the Disposition’s anchor, add +1 Boon die to the check or dramatic beat.
Against-Disposition Play If the action forces the character against the Disposition’s anchor, upgrade any Trial dice in the roll to Crisis dice .
Disposition Change Rare; requires a substantial in-fiction event and table agreement. Drift can happen in fiction without changing the mechanical Disposition.
Derived Value Formula
Resistance Half Might, rounded up, plus armor or protection.
Wound Points 10 + Might.
Strain Points 10 + Willpower.
Melee / Ranged Defense 0 before gear, talents, cover, or scene effects.
Prepared Initiative Savvy + Perception.
Surprised Initiative Willpower + Readiness.

Operational Money

Resource Scale Use
Operational Funds: Standard Op 3 Bribes, asset payments, emergency lodging, cash procurement.
Operational Funds: Major Op 5 Multiple payments, vehicle purchase, safe-house month, shell transaction.
Operational Funds: Capstone Op 7 Major payoff, emergency extraction fund, multi-country cash route.
Personal Stash 0-5 Private reserve, skimmed money, undeclared valuables, rogue-operation fuel.
Operational Funds do not roll over. Personal Stash persists. Skimming rolls Streetwise, Tradecraft, Forgery, or Cyber; Calamity creates Compromise or internal investigation.

Availability

Tag Use
Civilian/Common Ordinary if the Legend supports possession.
Street Criminal or gray-market; deniable but dirty.
Restricted Permit, profession, official cover, or workaround required.
Military Plausible in war zones or military cover; conspicuous elsewhere.
Institutional Tied to a service, corporation, embassy, or facility.
Black No lawful route; GM approval and attribution risk.
Scenario Asset Assigned by the operation, not normal Requisition.

Language Pressure

Level Use
Native / Near-Native No check for ordinary speech; +1 Boon when sounding local matters.
Fluent No check for ordinary speech; technical, regional, or emotional scrutiny may roll.
Working Simple exchanges only; sustained cover defense is Hard or worse.

If accent, trained listener, and long/technical conversation all matter, add +1 Bane; on failed checks, mark a Legend hit where the cover depends on speech.

Core Skill Crosswalk

Core Space Division 5 Skill
Melee Melee
Ranged: ordinary firearms / non-sniper shooting Ranged
Unarmed Brawl
Athletics Athletics
Fortitude Resilience
Perception Perception
Readiness / surprise / nerve Readiness
Stealth Stealth
Streetwise Streetwise
Medicine Medicine
Charm Charm
Deception Deception
Negotiation Negotiation
Leadership Leadership
Reflexes: fine motion / balance / restraint escape Coordination
Reflexes: gross movement Athletics
Subterfuge: locks, pockets, restraints, device manipulation Coordination
Subterfuge: espionage procedure, dead drops, brush passes, SDRs Tradecraft
Craft: repair / build / modify Engineering & Repair
Science: applied technical diagnosis Engineering & Repair, Cyber, Cryptography, or Knowledge by domain
Intimidation: coercive questioning Interrogation
Intimidation: command pressure Leadership
Operate: wheeled vehicles Drive
Operate: aircraft, watercraft, drones where appropriate Pilot
Precision rifle / sniper assassination / overwatch shot Sniping
Survival / wilderness / evasion Survival & E&E
Physical impersonation / makeup / gait / biometric disguise Disguise
Hacking / computers Cyber in Nightscreen; rare Cyber in Long Dark; unavailable in Shadow War unless repurposed as Signals Engineering.
Lore / setting knowledge Knowledge (Geopolitics)

When a quick-reference table says Knowledge without a parenthetical, read it as Knowledge (Geopolitics) or the most relevant approved Knowledge specialization, such as Knowledge (Counterintelligence), Knowledge (Financial Systems), Knowledge (Linguistics), or Knowledge (Regional Politics).

Passive Compromise

Use only during active hostile exposure, not quiet months under a stable cover.

Era Baseline Passive Pressure
Shadow War +1 Compromise per 7 days in occupied or actively-policed territory; +1 on a blown document check.
Long Dark +1 Compromise per 30 days under routine hostile-service exposure; +1 per confirmed surveillance-team contact.
Nightscreen +1 Compromise per 72 hours in dense digital surveillance; +1 per major CCTV, biometric, phone, or cloud crossing.

Enhanced Information Spend

When a D5 talent grants this option, spend 1 Fortune Point after a relevant check. On success, treat the roll as if it generated +2 Boons usable only for information quality: precise follow-up, named detail, proof path, beneficiary, safer context, or removal of one misleading frame. On a failed check with at least 1 net Boon, the GM may instead give a useful lead or contradiction.

Operation Sequence

Phase Table Job Key Mechanics
Tasking Receive mission, define target, limits, era texture. Director brief, operation tier, starting Requisition.
Intel Phase Research, surveillance, asset checks, prep. Build Tradecraft Pool; risk Soured Intel.
Execution Run the operation. Spend Tradecraft Pool, test Legends, use gear, mark Burn/Compromise.
Exfiltration Leave clean, clean traces, debrief. Attribution procedure, asset exposure, Legend cooling.

Player prompt: define authority and abort conditions in Tasking, test assumptions in Intel, answer pressure in Execution, and choose cleanup in Exfiltration.

Mission Brief Check

Brief Field Table Use
Mission ID / Originator Who owns the operation and approves changes.
Classification / Compartment Who can be consulted without creating exposure.
Theater / Window Where the operation happens and when the situation changes.
Threat / Priority How hard the GM pushes and how much risk D5 accepts.
Hazards Known pressure sources to bring into Intel or Execution.
Current Leads The first actionable clues or unresolved questions.
Objectives Primary success, secondary value, optional opportunity.
Failure Impact Consequences if the operation fails or succeeds messily.
Logistics / Support Legends, comms, arms, extraction, cutouts, Operational Funds, local help.
Authorized Actions What the team can do cleanly; anything else is a consequence.

Operation Playbooks

Playbook Use When The Mission Is About Primary Skills
Black Bag / Covert Entry Enter, search, copy, plant, remove, or alter without notice. Tradecraft, Surveillance, Stealth, Coordination, Forgery, Cyber
Technical Collection / SIGINT Intercepts, bugs, feeds, channels, devices, or networks. Surveillance, Cyber, Cryptography, Tradecraft
Defection / Asylum Move a willing source into protection. Tradecraft, Negotiation, Charm, Interrogation, Forgery
Counterintelligence / Mole Hunt Find a hostile penetration inside a trusted structure. Knowledge (Counterintelligence), Perception, Tradecraft, Surveillance, Cyber
Snatch / Rendition Seize and move an unwilling target. Surveillance, Tradecraft, Deception, Brawl, Medicine, Drive, Pilot
Wet Work Sanctioned lethal action under defined conditions. Surveillance, Tradecraft, Stealth, Sniping, Ranged, Melee, Brawl, Demolitions, Disguise
Active Measures Make a target audience believe, doubt, publish, or misread something. Deception, Forgery, Cyber, Knowledge (Geopolitics), Tradecraft
Liaison / Station Politics Get cooperation, silence, access, or deniable handoff. Negotiation, Charm, Deception, Knowledge (Geopolitics), Tradecraft
Money Trail Follow, move, disguise, interrupt, or weaponize funds. Knowledge (Financial Systems), Forgery, Cyber, Streetwise, Negotiation
Communications Discipline Establish, protect, test, or recover operational channels. Tradecraft, Cryptography, Surveillance, Cyber, Deception
Station / Safe-House Logistics Build, inspect, relocate, burn, or recover operational infrastructure. Tradecraft, Forgery, Streetwise, Surveillance, Cyber
Surveillance Detection Prove, map, break, or exploit hostile observation. Tradecraft, Surveillance, Perception, Drive, Stealth
Border Crossing / Travel Move people, money, packages, vehicles, or identities through controlled thresholds. Forgery, Deception, Disguise, Tradecraft, Knowledge (Regional Politics), Survival & E&E, Cyber, Drive, Pilot
Cyber Intrusion Access, persist, exfiltrate, plant, disrupt, trace, or clean digital systems. Cyber, Cryptography, Knowledge (Geopolitics), Tradecraft, Forgery

Covert Combat

Need Roll Support
Silent takedown Brawl or Melee Stealth, Perception
Take alive Brawl Medicine, Drive
Close protection Brawl or Athletics Perception, Drive, Leadership
Room entry / CQB Ranged or Brawl Perception, Tradecraft, Leadership
Overwatch / sniping Sniping Surveillance, Perception, Survival & E&E
Breach Demolitions, Ranged, or Coordination Tradecraft, Perception
Heavy effect Ranged or Demolitions Leadership, public-heat consequences

Use Sniping for precision rifle work, overwatch, sniper assassination, counter-sniper action, and anti-materiel precision shots. Heavy weapons are not a separate attack skill: use Ranged for marksmanship and fire discipline, and Demolitions for destructive geometry, breaching, sabotage, and controlled effect. Heavy weapons in civilian space are +2 Compromise and usually create Public Heat or attribution.

Shot Advantage

Shot Advantage is a temporary pool for one declared sniper shot. It starts at 0, caps at the shooter’s Sniping rating, and clears after the shot, abort, relocation, or scene end. Untrained emergency attempts have a minimum cap of 1, but still roll with the limits of Sniping 0.

D5 Aim uses the core Aim maneuver to build Shot Advantage. It does not stack with an additional core Aim bonus.

Gain +1 From Typical Skill
Pattern of life confirmed Surveillance
Clean firing position secured Stealth or Survival & E&E
Range, wind, and ballistic solution prepared Sniping
Target identity and kill condition confirmed Perception or Surveillance
Exit and signature-control plan established Tradecraft
Spotter provides a concrete assist Perception, Surveillance, or Sniping
Aim maneuver in-scene No roll, or Sniping under pressure
Spend Effect
1 +1 Boon die , cancel 1 Bane die , ignore 1 Resistance, add +1 damage, or lower Critical by 1 (minimum 2).
2 held Enable Clean Kill or another decisive called effect on a hit. These points must remain unspent until the shot resolves.
2 Reduce ballistic, witness, position, or escape-route signature by one step.

Clean kill: unaware target, prepared position, appropriate weapon, and either 2+ held Shot Advantage or a triggered Critical Injury (Breakthrough spend or spending net Boons equal to weapon Crit). Minions usually die; Elites die or drop if the setup was clean; Nemeses take a severe campaign-changing injury unless the arc has built to the kill.

Cyber Detection Clock

Detection State
0 No known anomaly.
2 Target notices an anomaly.
3 Defender investigates.
4 Access contested or cut off.
5 Contextual attribution unless immediate cleanup succeeds.

Intrusion ladder: Recon, Initial Access, Privilege/Movement, Effect, Cleanup/Exit.

Border Pressure

Pressure Failure Cost
Document mismatch Legend hit, delay, secondary screening.
Accent/language tell Bane on social cover; possible Legend hit.
Currency/customs issue Spend Funds, lose item, Public Heat 1.
Biometric capture Nightscreen Compromise trigger unless protected or scrubbed.
Diplomatic channel Easier crossing, higher institutional signature.

Source Evaluation

Rating Source Reliability Information Credibility
A Proven, long-handled, no pressure indicators. Independently corroborated.
B Known, but pressured or access-limited. Plausible and consistent, not confirmed.
C New, paid, coerced, walk-in, or unclear access. Useful but unsupported or partly inconsistent.
D Compromised, hostile-controlled, under duress, or likely dangle. Contradicted, too convenient, or shaped to provoke action.

Detainee States

State Meaning Pressure
Unidentified Identity or role uncertain. Verify before acting.
Secure Controlled and stable. Transfer, debrief, or release.
Injured Medical attention matters. Delay, witness risk, moral cost.
Under Duress Fear or coercion shapes answers. Corroborate information.
Exposed Others know they are missing. Attribution clock starts.
Wrong Person The wrong target was seized. Abort, repair, or escalate.

Interrogation Ladder

Rung Output
0 Refusal, noise, rehearsed cover, panic.
1 Verifiable small truth.
2 Operational detail.
3 Network detail.
4 Strategic truth.

Approaches: Rapport, Pressure, Evidence Confrontation, Tradecraft Debrief, Medical Stabilization. Information under duress always needs Source Evaluation.

Asset Cultivation

Stage Goal
Contact Establish a reason to meet again.
Access Learn what the target can reach.
Motive Identify why they might cooperate.
Test Ask for a small useful action.
Recruitment Make the explicit ask and create the Asset.
Handling Maintain Trust and manage Exposure.

At operation end, adjust Trust/Exposure for payment, protection, lies, pressure, visible tasking, or neglect. If Trust is lower than Exposure, test for panic, defection, double handling, or confession.

Signal Traffic

Step Check
1. Schedule Tradecraft
2. Authentication Cryptography or Tradecraft
3. Transmission Cryptography, Cyber, or Tradecraft
4. Receipt Perception or Cryptography
5. Burn Check Tradecraft, Cyber, or Forgery

Shadow War radio may track Triangulation 0-5. At 3, hostile direction finding has the district; at 5, it has the building, field, or convoy.

Station Burn

Step Action
1 Move people.
2 Destroy, remove, or corrupt records.
3 Rotate channels.
4 Move or destroy material.
5 Establish cover story.
6 Debrief what was saved, lost, and exposed.

SDR Results

Result Meaning
Clean Proceed.
Possible Tail Proceed with +1 Bane, or abort.
Confirmed Tail Abort, break, or bait; continuing marks a Soft Signal.
Mapped Tail Exploit, confront, misdirect, or counter-operate.
False Clean Calamity; next scene begins with Soured Intel or Hard Signal.

Cover Types

Cover Opens Risks
Diplomatic Officials, receptions, protected movement. Host-service surveillance, liaison scrutiny.
Business Meetings, hotels, travel, finance. Invoices, taxes, commercial verification.
Journalist Questions, public events, sources. Press records, ethics, source conflicts.
Academic / Cultural Archives, conferences, experts. Specialist knowledge tests, references.
NGO / Aid / Medical Crisis zones, clinics, local authorities. Moral scrutiny, protected-person obligations.
Contractor / Security Sites, weapons, vehicles, details. High attribution, licensing, public incident risk.
Criminal / Gray Market Illicit goods, smugglers, brokers. Police attention, betrayal, violence.
Tourist / Civilian Soft movement, low initial scrutiny. Weak access, shallow answers.
Deep NOC Long-term access, low institutional signature. Years of prep, catastrophic burn.

Authorization Ladder

Authority Typical Approval
Field Discretion Minor deviations, route changes, emergency lies, ordinary self-defense.
Team Lead Delegated lethal force, asset movement, emergency gear, local abort.
Handler / Control Officer Scope changes, Requisition increases, asset tasking, limited burn authority.
Station Chief Local liaison deals, safe-house burns, emergency extraction, theater cleanup.
Directorate Desk Major expansion, inter-service conflict, long-term asset sacrifice.
The Director Strategic wet work, existential scandal, foundational D5 exposure.

Public Heat

Heat State Effect
0 No public trace. Use normal Attribution only.
1 Local anomaly. Rumor, police note, neighborhood post.
2 Local case. Police file, local press, insurance or corporate inquiry.
3 National attention. Major press, legislative question, diplomatic complaint.
4 Scandal. Public inquiry, sanctions, warrants, institutional crisis.

Clear Heat through mundane explanations, witness management, institutional containment, media flood, or time. Heat 1 can clear after one quiet stretch. Heat 2+ drops only when the public story has somewhere plausible to go.

Poison and Lethal Authority

Question Table Answer
Poison delivery Food/drink, injection/contact device, environmental exposure, medical substitution.
Onset Immediate, Short, Delayed, or Chronic.
Effect Incapacitate, disorient, kill, or mimic illness.
Authority check Was the death pre-authorized, emergency, mission-saving, or unnecessary? Was it clean or messy?

Downtime

Action Use
Rest the Legend Begin or advance cooling.
Clean the File Attempt a Compromise-clearing method.
Train Justify advancement or custom-tree development.
Repair an Asset Reduce Exposure or restore Trust.
Build Stash Establish or increase private reserve.
Family / Left-Behind Scene Clear Strain or define a pressure point.
Institutional Maintenance Audit, handler review, Requisition repair, authority breach.

Personal fallout uses tags, not a new track: Estranged, Dependent, Obsessed, Numb, Faith-Shaken, Dirty Money, Unfinished Call.

Core Division 5 Procedures

Procedure Track or Pool When It Moves
Legends Burn Track: Thin 3, Standard 6, Deep 9 Failed cover checks, hostile scrutiny, biometric or paper-trail hits, deliberate burn.
Tradecraft Pool Shared dice pool, cap by team size Built during Intel Phase; spent during Execution or Exfiltration.
Assets Trust 0-5, Exposure 0-5 Trust rises through protection and useful work; Exposure rises through tasking and hostile attention.
Compromise PC track 0-5 Public traces, hostile files, burned Legends linked to real identity, captured assets, attribution success.
Attribution Hostile pool vs cleanup dice Run after messy operations to determine who the world thinks did it.

Operation Debrief

Step Ask Update
1 Did the objective succeed, partially succeed, fail forward, or fail hard? Outcome grade, XP/milestone justification, next stakes.
2 What trace remains? Attribution, Public Heat, evidence, witnesses, bodies, devices.
3 Which PCs were seen, named, linked, detained, or photographed? Compromise and Legend hits.
4 What happened to assets, detainees, contacts, families, and bystanders? Trust, Exposure, fallout tags, future hooks.
5 Did the team stay inside authority? Requisition, handler trust, command review, favors owed.
6 What did each PC learn or change? Experience spend, training, specialization, custom-tree progress.
7 How much quiet follows? Downtime actions and pressure clearance.
Outcome Meaning
Clean Success Objective achieved inside scope with little trace.
Messy Success Objective achieved, but cost, trace, or authority breach remains.
Partial Success Some value gained, but a key condition failed.
Useful Failure Objective lost, but the team preserved people or gained actionable intel.
Hard Failure Objective lost and major exposure, death, or institutional damage follows.

Default Spy Outcomes

Result Use
Clean Success Works and leaves no meaningful trace.
Success With Trace Works, but creates Soft Signal, Heat, Exposure, or Legend pressure.
Partial Success Works incompletely, late, or with a resource cost.
Failure Forward Attempt fails, but opens another route or changes the objective.
Calamity / Exposure Operation terms change: clock jump, Compromise, hostile move, or emergency exfil.

Alert Clock

Segment State Meaning
0 Clean No one is reacting.
1 Suspicion A mismatch, sound, delay, face, or routine break is noticed.
2 Investigation Someone checks, calls, reviews, follows, or reroutes.
3 Containment Exits narrow, target moves, guards converge, police are called.
4 Exposure Chase, confrontation, arrest attempt, public incident, or emergency exfil.

Advance by 1 on failed high-risk checks, Banes on noisy actions, or visible cover mismatch. Advance by 2 on Calamity, public violence, blown signals, panicked assets, or captured teammates. Reduce by 1 only through meaningful counteraction.

Spy Pressure

Difficulty step means one step on the core ladder: Simple, Easy, Average, Hard, Severe, Extreme. Do not reduce below Simple; do not raise beyond Extreme without adding Bane/Crisis, advancing a clock, or requiring a changed approach.

Condition Fast Adjustment
Prepared Legend fits scene +1 Boon or no roll for routine scrutiny.
Thin or unsupported cover +1 Bane or difficulty +1 step.
Hostile capital / secured site / professional CI Difficulty +1 step or +1 Bane if already Hard.
Ordinary witnesses, cameras, airport, hotel, station Public Heat or Attribution risk on Bane.
Minutes, not hours +1 Bane; Calamity advances a clock.
Rehearsed during Intel +1 Boon or allow Pool spend.
Asset support +1 Boon; on Bane, Exposure +1.
Language/accent/local etiquette scrutiny +1 Bane unless covered by skill, Legend, or prep.
Repeated method from recent operations +1 Bane or Soft Signal.

Tradecraft Pool

Intel Outcome Pool Contribution
Success +1 Ability
Success + 1 Boon +1 Ability and +1 Boon
Success + 2+ Boons +1 Ability and +2 Boons
Success + Breakthrough +1 Mastery
Failure + Boon +1 Boon
Failure Nothing
Failure + Calamity Lose 2 pool dice or trigger Soured Intel
Team Size Pool Cap Mastery Cap
2 PCs 6 dice 1
3 PCs 8 dice 2
4 PCs 10 dice 2
5+ PCs 12 dice 3

Legend Hits

Trigger Typical Hit
Hostile name check returns suspicious 1
Photo or surveillance capture while using Legend 1
Failed Deception, Charm, or Tradecraft under scrutiny 1, max 2 per scene
Supporting cast cannot corroborate 1-2
Biometric link to another identity 2+ in Nightscreen
Legend used outside plausible backstory 1-3
Deliberate burn for advantage Fill remaining boxes

Legend Cooling

Use the Legend’s modified Burn Track length. Thin Legends do not normally cool.

Legend Scuffed Exposed Tired Burned
Standard 6 1 hit; 1 month 2-3 hits; 6 months 4-5 hits; 12-18 months, clears to 1 6
Face Standard 7 1 hit; 1 month 2-4 hits; 6 months 5-6 hits; 12-18 months, clears to 1 7
Deep 9 1-2 hits; 2 months 3-5 hits; 12 months 6-8 hits; 24-36 months, clears to 1 9
Face/Ghost Deep 10 1-2 hits; 2 months 3-5 hits; 12 months 6-9 hits; 24-36 months, clears to 1 10

Asset Tasks

Task Typical Benefit Base Difficulty
Information Answer a question, provide a file, confirm a routine. Average
Access Open a door, issue a pass, schedule a meeting. Hard
Concealment Hide a person, package, vehicle, or signal. Hard
Logistics Provide transport, shelter, money, or tools. Average
Message Carry a note, code phrase, microfilm, drive, or signal. Average
Misdirection Create a false trail or distract surveillance. Hard

Attribution

Signature Strength Hostile Dice
Soft Signal +1 Boon
Contextual +1 Ability
Institutional +1 Ability and +1 Boon
Narrow +2 Ability and +1 Boon
Public Incident +1 Ability ; +1 Mastery if broadcast or mass-casualty
Biometric or Digital Match +1 Ability ; Nightscreen adds +1 Mastery if tied to real identity
Captured operative, asset, or D5 gear +2 Ability ; +1 Mastery if intact or interrogated

Cleanup adds opposition dice or removes hostile dice: Boon becomes Bane, Ability becomes Trial , Mastery becomes Crisis . A cleanup Boon may remove one hostile Boon when it directly addresses that signal.

Attribution Result Consequence
Hostile failure No automatic Compromise.
Hostile failure with Boons Soft Signal or one Legend hit.
Hostile success +1 Compromise for visible operative, or +1 Legend hit if identity stayed hidden.
Hostile success with 2+ Boons +1 Compromise for each visible operative, or burn connected Thin Legend.
Hostile Breakthrough +2 Compromise, burn a relevant Legend or asset, create active hostile file.
Defensive Crisis die produces Calamity after a planted false trail Reduce one mark or shift blame, GM discretion.

Vehicle Reference

Vehicle Class Speed Handling Armor Defense Hull System Use
Compact Civilian 3 +1 0 0 8 7 Invisible city movement.
Civilian Sedan 3 +0 0 0 10 8 Standard Cover Vehicle.
Military Utility 3 +1 1 0 12 8 Rough ground and field extraction.
Motorcycle 4 +2 0 1 5 4 Traffic, courier, fast escape.
Van / Light Commercial 2 -1 0 0 13 9 Surveillance post, cargo, cover work.
Armored Civilian 2 -1 3 1 18 10 Protective detail, high signature.
Light Aircraft 4 +0 0 1 18 12 Covert insertion or charter.
Small Boat 3 +1 0 1 10 6 Shoreline approach and exfiltration.
Operational Drone 2 +2 0 1 3 6 Surveillance, relay, or small payload.

Combat and Threat Use

Threat Tier Use
Minion Scene-scale obstacle, group pool, gate guard, tail team, patrol.
Elite Named scene opponent with full stats and a signature trick.
Nemesis Campaign engine with network, doctrine, and Peril uses.

Violence is an operational tool with aftermath. When the team chooses violence, or when the opposition forces it on them, resolve it cleanly, then run the consequences: witnesses, bodies, missing persons, attribution, asset exposure, Public Heat, and Compromise.

Era Modifiers

Era Fast Reminder
Shadow War Firearms +1 damage; no Cyber; Legends build fast and each Legend hit checks 2 boxes; assets are exposed by occupation pressure.
Long Dark Tradecraft and files dominate; each successful Intel check upgrades one contributed Tradecraft Pool die, adding +1 Boon only if no upgrade is possible.
Nightscreen Scale tech by band: Early 1990-2001 records/fax/pagers/CCTV islands; Networked 2001-2012 databases/mobile metadata; Saturated 2013-present biometrics/cloud/platform correlation. Cyber can solve or create the problem.

Glossary

Terms used throughout this book, including Division 5 rules terms and Core Rules terms whose meaning changes or narrows in this Universe. Each entry gives a short definition and points to the chapter that owns the full rule; mechanics, numbers, and lists live in those chapters and in the Quick Reference above. Core Exodus NDS dice, symbols, action economy, pool construction, ordinary conditions, and damage rules are not repeated unless Division 5 changes them.

Abandonment Protocol — The end-of-scene vehicle procedure for leaving, wiping, destroying, or planting evidence in a compromised vehicle. See 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. See Chapter Eight.

Active Measures — Operations meant to shape what a target audience believes, doubts, or does. See Chapter Ten.

Against-Disposition Play — Acting against the PC’s locked Disposition anchor. See 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. See Chapter Ten.

Analyst — The intelligence-brain Archetype: dossier work, pattern recognition, cryptography, source assessment, and the question the rest of the team missed. See 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. See Chapter Nine.

Archetype — The mechanical profession chosen at character creation: Operative, Handler, Analyst, Face, Wetworker, or Quartermaster. See Chapter Three.

Asset — A recruited or cultivated source, run through Trust, Exposure, Access, and Capability rather than a full PC sheet. See Chapter Eight.

Asset Task — A concrete job an Asset does for the team, always paid for in risk, Trust, Exposure, money, or future obligation. See 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. See Chapter Eight.

Attribution Signature — Any clue that feeds the hostile Attribution pool. See Chapter Eight.

Availability — A gear tag showing how equipment can plausibly be acquired. Availability gates Requisition and consequences. See Chapter Six.

Authorization Ladder — The authority scale for who can approve operational deviations. See Chapter Ten.

Biometric Capture — A face, fingerprint, gait, voice, iris, DNA, or other physical identifier entering a hostile or commercial system. See Chapter Eight.

Black Bag / Covert Entry — The playbook for working inside a location without being noticed. See Chapter Ten.

Black Item — Gear with no lawful or plausibly deniable acquisition route. See Chapter Six.

Bought Asset — An Asset motivated primarily by payment, access, debt, or transaction. See Chapter Two and Chapter Eight.

Brawl — The Division 5 unarmed combat skill. See Chapter Four.

Brush Pass — A live handoff made while both parties appear to keep moving. See 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. See Chapter Eight.

Burn Bag — A prepared kit, container, protocol, or talent for destroying or isolating evidence quickly. See Chapter Five and Chapter Eight.

Burn Check — The closing check that asks whether a channel, item, or Legend survived being used. See Chapter Ten.

Burn Track — The track attached to each Legend that records how close the identity is to being Burned. See 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. See Chapter Six.

Capability — What an Asset can actually do for the team. See Chapter Eight.

Case Officer — An officer who runs an Asset or source relationship, in D5 or a hostile service. See Chapter Two and Chapter Eight.

Cell — A small operational group, often local, compartmented, and deniable. See Chapter Two.

Class Skill — A skill granted by Archetype at character creation. See 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. See Chapter Four.

Clean Success — The operation outcome grade for an objective achieved inside scope with little trace. See Chapter Ten.

Cleanup / Exit — The closing intrusion or Exfiltration work of removing traces and opposing Attribution. See 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. See Chapter Three.

Coerced Asset — An Asset compelled through pressure, blackmail, fear, legal threat, family leverage, or captivity. See Chapter Two and Chapter Ten.

Communications Discipline — The procedures that keep operational channels safe to use. See 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. See 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. See Chapter Eight.

Contextual Signature — An Attribution signature created by context rather than hard proof. See 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. See Chapter Ten.

Coordination — The Division 5 skill for fine motion, balance, and manual manipulation. See Chapter Four.

Cover — The fiction of why an operative belongs in a scene. The rules structure underneath most cover is the Legend. See Chapter Eight.

Cover Type — A broad cover category with predictable access and risks. See Chapter Ten.

Cover Vehicle — A vehicle chosen because it supports the Legend and does not draw the wrong attention. See Chapter Seven.

Cryptography — The Division 5 skill for codes, ciphers, authentication, and secure traffic. See Chapter Four.

Cyber — The Division 5 skill for hacking, digital intrusion, device compromise, and data recovery. See Chapter Four.

Cyber Detection Clock — The Nightscreen clock that tracks how close a digital intrusion is to being noticed. See Chapter Ten.

Cynic — A Disposition anchored by the belief that the institutions lie and the work is still the work. See Chapter Three.

Dead Asset — An Asset who is dead, unreachable, burned beyond recovery, or no longer usable as a source. See Chapter Two and Chapter Eight.

Dead Drop — A static exchange site where material is left for later collection without a live meet. See Chapter Eight.

Deep Cover / Deep NOC — Long-term non-official cover with low institutional signature and high personal cost. See Chapter Eight.

Deep Legend — The most durable Legend tier, prepared over years to survive serious checks. See 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. See Chapter Ten.

Demolitions — The Division 5 skill for explosives, breaching, and sabotage. See Chapter Four.

Deliberate Burn — Sacrificing a Legend, channel, asset, or item for immediate advantage; the loss is permanent. See Chapter Eight.

Deniability — The institution’s ability to say D5 did not do the thing, did not know about it, or did not authorize it. See Chapter Two.

Deniable Gear — Equipment designed or chosen to leave minimal service attribution. See Chapter Six.

Detainee State — A quick status for a captured person. See Chapter Ten.

Director / The Director — The final D5 authority. See Chapter Two and Chapter Ten.

Directorate Desk — Senior institutional authority directly below the Director. See Chapter Ten.

Digital Trace — Logs, metadata, device identifiers, and other network artifacts usable in Cyber Detection or Attribution. See Chapter Six and Chapter Eight.

Dirty Chain — A gear quality meaning the item points toward local criminals, brokers, smugglers, or gray-market suppliers before it points toward D5. See Chapter Six.

Disguise — The Division 5 skill for physical impersonation, used in support of a Legend. See 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. See Chapter Three.

Division 5 / D5 — A deniable multinational intelligence service founded during the Shadow War; off-book, compartmented, and defined by the Ledger. See Chapter Two.

Downtime — The stretch between operations used for recovery, training, and maintenance. See Chapter Ten.

Drive — The Division 5 wheeled-vehicle skill. See Chapter Four and Chapter Seven.

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. See Chapter Nine.

Enhanced Information Spend — A talent-gated Fortune Point option that improves the quality of gathered information. See Chapter Five.

Engineering & Repair — The Division 5 technical skill for building, repairing, and diagnosing equipment. See Chapter Four.

Era — The table’s campaign frame: Shadow War, Long Dark, or Nightscreen. See 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. See Chapter Ten.

Exfil / Exfiltration — The operation phase where the team leaves, secures people or material, cleans traces, and records consequences. See Chapter Ten.

Exposure — The Asset-facing track measuring how visible, endangered, or compromised the Asset has become. See Chapter Eight.

Face — The social infiltrator Archetype, invited inside rather than breaking in. See Chapter Three.

False Clean — An SDR or operational result that appears safe but is actually a Calamity. See Chapter Ten.

Field Discretion — The lowest level on the Authorization Ladder. See Chapter Ten.

Forgery — The Division 5 skill for false documents, records, and paper or digital trails. See Chapter Four.

Free Pick — A character-creation skill pick chosen from the full Division 5 skill list. See Chapter Three.

Garden, The — D5’s identity, cover, and deep-legend infrastructure. See Chapter Two and Chapter Eight.

Gear Quality — A tag that changes how a piece of equipment conceals, performs, or leaves trace. See 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. See 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. See Chapter Five.

Handler — The Asset-runner Archetype and the common term for a control officer responsible for a source or team relationship. See Chapter Three and Chapter Eight.

Hard Signal — A trace strong enough to change the next scene or hostile response; stronger than a Soft Signal. See 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. See Chapter Ten.

Hostile Attribution Pool — The dice pool built from signatures left by the operation. See Chapter Eight.

Idealist — A Disposition anchored by the belief that the work can still be made worthwhile. See Chapter Three.

In-Disposition Play — Acting in line with the PC’s Disposition anchor. See 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. See Chapter Eight.

Intel Check — Any check in the Intel Phase that can build the Tradecraft Pool. See Chapter Eight.

Intel Phase — The operation phase for research, surveillance, asset checks, and preparation. See Chapter Eight and Chapter Ten.

Interrogation — The Division 5 skill for questioning, debriefing, and reading a person under control. See Chapter Four and Chapter Ten.

Interrogation Ladder — The output scale for what questioning actually yields. See Chapter Ten.

Iota Committee — A Rival Off-Book power, used as a faction rather than a rules subsystem. See Chapter Two.

Knowledge — A specialization-based mental skill. See Chapter Four.

Ledger, The — D5’s institutional memory: debts, secrets, old bargains, and favors owed. It is also the name of a high-tier talent. See Chapter Two and Chapter Five.

Legend — A prepared cover identity with its own depth tier and Burn Track. See 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. See Chapter Eight.

Legend Hit — A mark on a Legend’s Burn Track. See Chapter Eight.

Legend Quality — An optional tag that gives a Legend texture and risk. See Chapter Eight.

Lethal Authority — The question of who authorized a killing and on what grounds. See Chapter Ten.

Liaison — Cooperation, bargaining, silence, or deniable handoff between D5 and another service, station, corporation, police unit, or local power. See Chapter Ten.

Long Dark — The 1946-1989 era of files, stations, and patient human tradecraft; the default Division 5 register. See Chapter Two and Chapter Eight.

Maneuver — A Core action-economy term used normally in Division 5. See Chapter Four.

Mercenary — A Disposition anchored by transactional survival, pay, access, or private reward. See Chapter Three.

Messy Success — The operation outcome grade for an objective achieved at a lingering cost. See Chapter Ten.

Minion / Elite / Nemesis — The Core adversary tiers, used normally by Division 5. See Chapter Nine.

Misdirection — An Asset task or operation move that creates a false trail or shifts suspicion. See Chapter Eight.

Mission Brief — The operational document or table prompt defining an operation’s scope, limits, and support. See 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. See Chapter Five.

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. See Chapter Two.

Narrow Signature — An Attribution signature so specific it points toward a particular group, technique, or previous operation. See Chapter Eight.

Nightscreen — The 1990-present era of SIGINT dominance, biometric pressure, and attribution warfare. See Chapter Two and Chapter Eight.

NOC — Non-official cover: an operative without overt diplomatic or government protection. See Chapter Eight.

Objective — What the operation is actually trying to achieve. Objectives can be primary, secondary, or optional. See Chapter Ten.

Operational Alert — The immediate state of a site, target, route, guard force, or digital defender, tracked on the Alert Clock. See Chapter Ten.

Operational Funds — Operation-scoped money for bribes, asset payments, and operational logistics. See Chapter Six.

Operation Playbook — A mission template with expected pressures and primary skills. See Chapter Ten.

Operative — The field-generalist Archetype: the all-rounder who crosses borders, improvises, holds cover, and solves the job when specialists are out of position. See Chapter Three.

Optional Signature Skill — A character-creation option to raise one Class Skill in place of one Free Pick. See Chapter Three.

OSINT Sweep — An open-source intelligence check against public, non-classified sources; mainly a Nightscreen and late Long Dark tool. See Chapter Eight.

Partial Success — The operation outcome grade for value gained while a key condition failed. See Chapter Ten.

Passive Compromise — Era-based exposure that accumulates from simply operating under hostile conditions. See Chapter Eight.

Patriot — A Disposition anchored by loyalty to flag, cause, oath, or the people beneath the institution. See Chapter Three.

Personal History Skill — An optional character-creation skill tied to who the operative was before or outside D5. See Chapter Three.

Personal Stash — A persistent private reserve held outside D5 accounting. See Chapter Six.

Pilot — The Division 5 vehicle skill for aircraft, watercraft, drones where appropriate, and non-wheeled platforms. See Chapter Four and Chapter Seven.

Poison / Poisoning — A covert administration procedure for incapacitating or killing without open violence. See Chapter Ten.

Profession Skill — A skill counted as professionally trained for advancement purposes. See Chapter Three.

Professional — A Disposition anchored by craft, distance, and doing the job well. See Chapter Three.

Prototype Gear — Experimental, modified, or not-yet-standard equipment. See Chapter Six.

Public Heat — The public-facing visibility of an operation; the public can see a scandal without knowing D5 caused it. See Chapter Ten.

Public Incident — An Attribution signature created by visible violence, arrests, or media attention. See Chapter Eight and Chapter Ten.

Pursuit Clock — A chase overlay for the Core vehicle rules. See Chapter Seven.

Quartermaster — The gear-maker Archetype: engineering, repair, forgery support, modified equipment, logistics, and contingency kit. See Chapter Three.

Real Name — The operative’s true identity, often stored only in the institutional vault. See Chapter Three.

Readiness — The Division 5 skill for surprise, nerve, and immediate reaction. See Chapter Four.

Rebuilding a Legend — Creating a new identity after an old one has cooled, failed, or been burned. See Chapter Eight.

Requisition — The Division 5 replacement for ordinary shopping during operational preparation. See Chapter Six.

Requisition Cost — The point cost of obtaining equipment through D5 channels. See Chapter Six.

Resilience — The Division 5 skill for staying functional under pain, fatigue, and harsh conditions. See 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. See Chapter Three and the Core Rules.

Restricted Gear — Equipment that requires permit, profession, cover, official channel, or workaround. See 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. See Chapter Two.

Rook Group — A Rival Off-Book faction used for deniable private or quasi-state operations. See Chapter Two.

Sanctioned Lethal Action — The authorized form of wet work. See Chapter Ten.

SDR — Surveillance Detection Route: a planned movement pattern for finding out whether the team is being followed. See Chapter Ten.

Scenario Asset — Gear, vehicle, contact, site, or authority assigned by the operation rather than bought with ordinary Requisition. See Chapter Six.

Secret — The career-ending fact every PC defines during finishing touches. See Chapter Three.

Service Name — The name on the operative’s D5 file. See Chapter Three.

Shadow War — The 1939-1945 era of occupation, resistance, and fast, lethal work. See Chapter Two and Chapter Eight.

Shot Advantage — The temporary preparation pool for a single declared sniper shot. See Chapter Four.

Signature (X) — A gear quality meaning the item strongly points to a named service, origin, method, or manufacturer if recovered or analyzed. See Chapter Six.

SIGINT — Signals intelligence: intercepted communications, metadata, and the analysis built from them. See Chapter Two and Chapter Ten.

Signal Traffic — The procedure for operational communications. See Chapter Ten.

Skimming — Diverting money, valuables, or operational resources into Personal Stash. See Chapter Six.

Snatch / Rendition — A playbook for seizing and moving an unwilling target. See Chapter Ten.

Sniping — The Division 5 precision rifle skill. See Chapter Four.

Soft Signal — An ambiguous trace that may not matter now but can feed Attribution later. See Chapter Eight.

Source Evaluation — The A-D rating of source reliability and information credibility. See Chapter Ten.

Soured Intel — A failed or contaminated Intel Phase result that turns preparation against the team. See Chapter Eight.

Standard Legend — The workhorse cover tier, supported by enough backstory to survive ordinary operations. See Chapter Eight.

Station — A local D5 presence, not necessarily an office. See Chapter Two and Chapter Ten.

Station Burn — The protocol for abandoning or destroying local infrastructure. See Chapter Ten.

Station Chief — The local senior authority for serious decisions inside the station’s area. See Chapter Ten.

Street Gear — Criminal or gray-market equipment. See Chapter Six.

Starting Requisition Budget — The equipment budget used at character creation, set by era and modified by Archetype. See Chapter Three.

Subterfuge (Core) — Split in Division 5 between Coordination and Tradecraft; the Core Skill Crosswalk in this chapter shows the mapping. See Chapter Four.

Surveillance — The Division 5 skill for watching, following, and detecting watchers. See Chapter Four.

Surveillance Detection — The playbook for handling hostile observation; its formal route is the SDR. See Chapter Ten.

Survival & E&E — The Division 5 skill for wilderness survival, escape, and evasion. See Chapter Four.

Tasking — The first operation phase, where the mission and its limits are set. See Chapter Ten.

Team Lead — The delegated operational authority above Field Discretion and below Handler/Control Officer. See Chapter Ten.

Technical Collection — Operations built around bugs, intercepts, devices, and networks. See Chapter Ten.

Tell — A small player-authored signature that can betray the operative under pressure. See Chapter Three.

Theater / Window — Where and when the operation happens. See Chapter Ten.

Thin Legend — A disposable cover tier: light backstory, fast preparation, limited durability, often built to be spent. See Chapter Eight.

Tradecraft — The signature Division 5 Savvy skill for professional intelligence procedure and field discipline. See Chapter Four.

Tradecraft Pool — The team’s shared preparation dice pool, the mechanical payoff for doing the spy work before the risky scene. See Chapter Eight.

Tradecraft Tree — An Archetype-specific talent path for Division 5. See Chapter Five.

Triangulation — The Shadow War radio direction-finding pressure track. See Chapter Ten.

Trust — The Asset-facing track measuring whether the Asset believes in the relationship enough to keep cooperating. See Chapter Eight.

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. See Chapter Two.

Useful Failure — The operation outcome grade for a lost objective that still preserved people or produced something worth keeping. See Chapter Ten.

Walk-In — A potential Asset who approaches D5 without being recruited, vetted as a possible provocation or dangle before being trusted. See Chapter Two and Chapter Eight.

Wet Work — Sanctioned lethal action under defined authority. See Chapter Ten.

Wetworker — The quiet-specialist Archetype for sabotage, close protection, targeted action, counter-terror work, and assassination when the operation authorizes it. See Chapter Three.

Window — The time boundary on an operation. See Chapter Ten.

Wrong Person — A detainee state indicating the team has seized someone who is not the intended target. See Chapter Ten.

Inspiration

Expanded from Chapter One’s touchstones. Grouped by era and medium. None of it is required reading; treat it as a shelf to pull from when you need a specific texture at the table.

Books: Shadow War
  • A Woman of No Importance, Sonia Purnell: Virginia Hall biography; every Handler owes her something.
  • Operation Mincemeat, Ben Macintyre: the best account of the Allied deception operation.
  • Agent Zigzag, Ben Macintyre: the double-cross system seen through one charming criminal.
  • The Spy Who Loved, Clare Mulley: Christine Granville, tradecraft and nerve in occupied Europe.
  • SOE in France, M.R.D. Foot: the operational reality of the service Division 5 works beside.
  • Between Silk and Cyanide, Leo Marks: codes, cipher clerks, and the human cost of a broken key.
Books: Long Dark
  • Tinker Tailor Soldier Spy, John le Carré: the definitional novel.
  • The Spy Who Came in from the Cold, John le Carré: the price of the work, distilled to one operation.
  • The Company, Robert Littell: the CIA from founding to fall.
  • Berlin Game, Len Deighton: working-level tradecraft and office politics, the Bernard Samson opener.
  • Legacy of Ashes, Tim Weiner: a critical institutional history, useful for building a flawed agency.
  • The Sword and the Shield, Christopher Andrew and Vasili Mitrokhin: the KGB from the inside.
Books: Nightscreen
  • The Spy and the Traitor, Ben Macintyre: the Gordievsky story, a bridge between eras.
  • Slow Horses, Mick Herron: the modern British register, failure and spite.
  • A Spy Among Friends, Ben Macintyre: Philby, betrayal, and why attribution matters.
  • The Cuckoo’s Egg, Cliff Stoll: the birth of cyber counterintelligence, told as a real hunt.
  • Sandworm, Andy Greenberg: state cyber operations as they actually run.
  • Directorate S, Steve Coll: modern intelligence, proxy war, and deniable everything.
Film & Television: Shadow War
  • Casablanca (1942): love and duty under occupation, the archetype.
  • Army of Shadows (1969): the French Resistance without romance.
  • The Imitation Game (2014): codebreaking and its human cost.
  • A Call to Spy (2019): Virginia Hall and the SOE women in the field.
Film & Television: Long Dark
  • The Spy Who Came in from the Cold (1965): the bleak end of the tonal slider.
  • The Lives of Others (2006): the Stasi, the watchers, and the watched.
  • Bridge of Spies (2015): the exchange, the lawyer, and cold professionalism.
  • The Americans (2013 to 2018): deep-cover marriage across an entire career.
  • The Sandbaggers (1978): the desk, the budget, and the officers sent to die.
Film & Television: Nightscreen
  • The Bourne Identity (2002) and sequels: the burned asset on the run.
  • Munich (2005): sanctioned killing and its accumulating cost.
  • Syriana (2005): the diffuse, deniable modern web.
  • Spooks / MI-5 (2002 to 2011): the service that spends its people.
  • Tehran (2020): the digital manhunt across a hostile city.
Games: Tabletop
  • Top Secret and Top Secret/S.I. (TSR, 1980): the original espionage RPG; missions, administration, and gadgets.
  • Night’s Black Agents, Kenneth Hite: burn-notice spies against vampires, a natural companion to the Anomalous Files module.
  • Night Witches, Jason Morningstar: mission-based WW2 structure and unit pressure.
  • Spycraft: gadget-forward, mission-of-the-week action espionage.
  • Delta Green: compartmented dread and bureaucratic horror if you push the uncanny.
  • Fiasco, the espionage playsets: interpersonal rot, greed, and betrayal.
  • GURPS Espionage: a deep toolkit of real-world tradecraft to mine for detail.
Games: Video
  • Metal Gear Solid series: stealth, doctrine, and Cold War paranoia turned operatic.
  • Splinter Cell series: modern black-bag infiltration and the counter-surveillance mindset.
  • Phantom Doctrine: Cold War conspiracy and the management of a deniable cell.
  • Papers, Please: the checkpoint as adversary, bureaucracy as pressure.
  • No One Lives Forever: the Fleming end of the slider, played for style.
Tradecraft & Nonfiction
  • The Moscow Rules, Antonio and Jonna Mendez: the real rules the Long Dark borrows.
  • Spycraft: The Secret History of the CIA’s Spytechs, Robert Wallace and H. Keith Melton: gadgets that were actually real.
  • See No Evil, Robert Baer: the field officer’s disillusionment, useful for Cynic and Mercenary tables.
  • SpyCast (International Spy Museum): weekly case-study interviews for texture and vocabulary.