TEXT: by Don Bisdorf
  TOOLS OF 
  THE TRADE
  
  Tools of The Trade
  Written by Don Bisdorf.
  Edited by Brennan Taylor.
  Layout design by Thomas Deeny.
  Art direction by Jared Axelrod and Brennan Taylor.
  Cover by Alex White.
  Illustrated by Jenna Fowler, Kurt Komoda, and Steve Walker.
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Fate Core SyStem and Fate aCCelerated edition © 2013 by Evil Hat Productions, LLC. Developed, authored, and 
  edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valen-
  tine, Fred Hicks, and Rob Donoghue.
  toolS oF the trade Copyright © 2015 Galileo Games. All rights reserved.
  the miniStry initiative Copyright © 2014 Galileo Games. All rights reserved.
  the miniStry oF PeCuliar oCCurrenCeS Copyright © 2014 Tee Morris and Philippa Ballentine. All rights reserved.
  Interior illustrations © 2015 Jenna Fowler, Kurt Komoda, and Steve Walker.
  ISBN 1-978-1-887920-17-9
  http://www.galileogames.com
  
  To: Doctor Basil Sound, Director 
  Doctor Sound,
  Professor Axelrod and Doctor Blackwell had hoped to deliver this report to you 
  themselves, but last week’s accident in the Research and Design laboratories--and 
  the subsequent cleanup effort--has claimed most of their time and attention. At their 
  request, I have completed the report, and the results are now in your hands.
  For convenience of reference, I have organized the report into six sections. The 
  “Espionage” section describes tools intended for use during clandestine operations, 
  while the “Utility” section contains equipment for more general purposes. The “Weap-
  ons” section contains a list of personal defense devices, and the “Vehicle” section is a 
  list of transportation machinery.
  The “Outside Efforts” section lists a few particularly noteworthy inventions pro-
  duced by parties outside the Ministry. These are devices that we either cannot repro-
  duce due to unsolved technical difficulties, or that we will not reproduce due to clear 
  moral issues.
  The final section, “Major Projects,” describes some of the Ministry’s larger and 
  more challenging engineering efforts. The R&D Department is grateful for the chance 
  to participate in these scientific triumphs, and we hope that these innovations will 
  yield great benefits for our organization and for our nation.
  If you have any questions about this material, you may contact me directly, and I 
  will provide any further information or clarification you might require.
  Regards,
  Julia Pryde
  Doctor Julia Pryde
  Senior Technician
  P.S.: Doctor Blackwell has asked me include in this letter a re-iteration of her 
  concern about the habit of some Ministry personnel to refer to R&D staff members as 
  “clankertons”. She believes that this term conveys unwarranted ridicule and conde-
  scension, and if I may quote her own words: “It would be wise to show more respect for 
  people who can build death rays from household materials.”
  _______
  ENGINEER AGENT DOCTOR JULIA PRYDE
  Senior Technician
  LONDON OFFICE
  United Kingdom
  Research and Design
  
  Archive One
  TOOLS OF THE TRADE
  ADDITIONAL GADGETS FOR AGENTS
  e A report on recent inventions developed in Research & Design to assist Field Agents on mission  E
  GUIDE TO ENTRIES
  This report details several types of equipment. Many of 
  the devices described below are Skill Gadgets and vehi-
  cles, as detailed in The Ministry Initiative (pages 76 to 86). 
  Some are new Agent Gadgets, but unlike the standard 
  Agent Gadget, these may be acquired from Research & 
  Design for use on specific missions. Also detailed are sev-
  eral new vehicles. The final portion of the report is an 
  assessment of enemy capabilities, or details on gadgets 
  seized from other organizations. These often have dan-
  gerous or immoral applications, and are not likely to be 
  issued to Agents of the Ministry.
  TEMPORARY AGENT GADGET
  The Agent Gadgets described in this document are meant 
  to be temporary, an exception to the usual rule that only 
  a single Agent Gadget may be used by an Agent at any 
  given time.
  These are like regular Agent Gadgets in all respects, 
  having to Aspects that can be invoked or compelled as 
  desired. However, at the conclusion of a mission where 
  these gadgets are issued to an Agent, they must be 
  returned to Research & Design.
  ESPIONAGE
  MECHANICAL LOCKPICK
  This device is housed in a pen-sized cylinder and can 
  open almost any modern lock. After rotating the rear 
  section to wind the internal spring, the agent removes 
  the cap, inserts the manipulator rods into the lock, and 
  presses the activating stud. The device will probe the 
  interior of the lock, adjusting its motions as necessary 
  to mimic the activity of a key. Trials have shown that an 
  agent with minimal training can use this item to open any 
  Yale, Chubb, or Bramah lock within thirty seconds.
  Unfortunately, the automatic lockpick is not effective 
  against primitive locks that require large, heavy keys, 
  and cannot assist an agent in solving combination locks 
  or other security devices that do not require keys.
  BENEFIT
  +2 to Theft when picking common locks. (Requires 
  Theft +1.)
  
  miniStry initiative     5
  COVERT PHOTOGRAPHY CAMERA
  Miniature optic lenses and microphoto film allows the 
  R&D Department to construct small photographic cam-
  eras which appear to be other ordinary items, such as 
  shaving razors, hairbrushes, pocket watches, fountain 
  pens, bracelets, necklaces, musical instruments, eating 
  utensils, and so forth. 
  BENEFIT
  +2 to Stealth to take photographs without being noticed.
  INVISIBLE INK FORMULA #27
  After the Ministry confirmed that the House of Usher 
  had learned how to reveal Ink Formula #23, the R&D 
  Department launched an all-hands effort to develop a 
  replacement. The result is Formula #27, which has been 
  performing admirably in the field for the past six months. 
  This black ink remains visible for 60 seconds after leav-
  ing the bottle, after which it fades and becomes undetect-
  able, even under a microscope. Treating the ink with the 
  revealing agent, Formula #27A, renders it permanently 
  visible again.
  Formula #27 is suitable for fountain pens and cal-
  ligraphy brushes, though we do not recommend its use 
  in typewriters, since the keystrokes will leave visible 
  impressions on the page even if the ink itself is invisible. 
  Agents may apply Formula #27A by brushing, spraying, 
  or pouring, whichever is convenient given the situation 
  and tools available.
  The R&D Department has destroyed its remaining 
  supply of Formula #23 and has advised all Ministry per-
  sonnel to do the same. Field agents should exercise all 
  possible precautions to prevent outside parties from cap-
  turing samples of either Formula #27 or #27A.
  ASPECTS 
  High Concept: Vanishing Messages
  Trouble: The eneMy MusTn’T find This BoTTle
  COLOR CHANGE CLOTHES
  These clothes are treated with a special dye which reacts 
  chromatically to certain atomized chemicals. When a 
  field agent sprays her clothes with one of the activating 
  chemicals, the clothing changes colors within seconds. 
  Each garment can shift between three different colors 
  as needed, each color activated by a different chemical 
  spray. This may help an agent to throw off pursuers, or 
  to maintain surveillance on a target without being dis-
  covered.
  BENEFIT
  +2 to Stealth in conditions where a change of clothing 
  may confuse the opposition.
  AUTOMATIC ENCODER
  Ministry engineers have managed to conceal a sophisti-
  cated encryption machine within the body of a fountain 
  pen. The pen can operate as a normal writing instrument, 
  but removing the rear cap exposes a pair of alphanumeric 
  dials. The agent encodes a message one letter at a time, 
  setting the original letter on the input dial, and reading 
  the encoded letter from the output dial. This is not a 
  simple substitution cipher; the pen calculates each output 
  letter using a classified mathematical process. Intelligence 
  personnel at Ministry headquarters provide each pen 
  with unique coding characteristics, so that even if one 
  pen were to fall into enemy hands, messages encrypted 
  with other pen would remain secure.
  BENEFIT
  An enemy agent intercepting a message encrypted with 
  the automatic encoder may only decrypt the message if 
  he succeeds at a Fantastic (+6) Overcome action using 
  Deduction.
  MESMERISM RING
  Though true mesmerism is an art that can require years 
  of practice, R&D has used several mesmeric principles 
  to design this interrogation aid. It appears to be an ordi-
  nary ring with a large jewel, but when the agent presses a 
  button, the jewel glows with a slowly swirling light. The 
  pattern of the light can induce a mild trance state in a 
  subject who observes the light closely. A subject under 
  the effects of the ring will be somewhat more susceptible 
  
  6     toolS oF the trade
  to suggestions, and more willing to answer questions. A 
  suspicious subject, however, can easily avoid the effects 
  by simply refusing to look at the ring.
  BENEFIT
  +2 to Rapport in calm, quiet environments when you 
  have the subject’s full and willing attention. (Requires 
  Rapport +2.)
  THERMOVISOR GOGGLES
  An alternative to Starlight goggles, this optical device 
  allows the wearer to perceive heat patterns visually. The 
  amplifiers are sensitive enough to detect heat through 
  curtains or walls, but not through exceptionally solid 
  barriers such as heavy stone or dense metal. The goggles 
  may be useful in a variety of surveillance and reconnais-
  sance tasks, such as observing the movements of a subject 
  in an adjacent room, or searching a location for hidden 
  machinery and electrical equipment.
  Since the Thermovisor goggles obscure the wearer’s 
  normal vision, objects that are the same temperature as 
  the wearer’s surroundings--such as furniture, large rocks, 
  and so forth--will be invisible. Agents attempting to move 
  about while wearing the goggles should exercise caution.
  ASPECTS 
  High Concept: heaT and Cold are reVealed
  Trouble: WhaT did i JusT Trip oVer?
  COMPRESSED CLOTHES
  This item comes packaged in a sealed can, similar to 
  those used to preserve food. Instead of fruit or meat, 
  the can contains a man’s suit or woman’s dress, chemi-
  cally treated so that it will compress into a small volume 
  without damage. A field agent who suddenly requires 
  a change of clean, fashionable clothes may open the 
  can with the quick-release button and remove the com-
  pressed suit or dress. When exposed to air, the fabric 
  expands to its normal size, completely wrinkle-free. The 
  effects of the chemical treatment dissipate after the fabric 
  is restored, and the agent will be unable to put the suit or 
  dress back in the can.
  Some agents have reported that clothing that goes 
  through the compression and restoration process no 
  longer fits correctly, but the R&D Department is confi-
  dent that this is merely the result of agents not properly 
  using the size notation system when filling out requisition 
  forms.
  ASPECTS 
  High Concept: insTanTly eleganT
  Trouble: This seeMs a BiT snug
  OBFUSCATION MESH
  This device has just passed internal testing, and the R&D 
  Department looks forward to learning how well it per-
  forms in the field. It consists of a ten-foot by ten-foot wire 
  mesh, attached to an electrical power case about one 
  cubic foot in size. When the agent activates the device, 
  the current running through the mesh produces an opti-
  cal distortion field, bending light so that anything con-
  cealed beneath the mesh is visible only as a hazy shadow.
  Agents using the mesh should note the following lim-
  itations: first, the power case only provides enough charge 
  for fifteen minutes of continuous use, and requires twen-
  ty-four hours to fully recharge. Second, the distortion 
  field does not provide complete invisibility, and is best 
  used to enhance the agent’s own talents for concealment. 
  And finally, agents must remember that the power case 
  itself will not be invisible unless it is underneath the mesh.
  BENEFIT
  Persons and objects that can fit under the mesh receive 
  +2 to Stealth for visual purposes.
  
  miniStry initiative     7
  WEAPON CONCEALING CLOTHES
  Unless the agent is traveling through the United States, 
  it is frequently necessary for a field agent to appear 
  unarmed. To this end, the R&D Department can add 
  hidden holsters, sheaths, and pouches to any garments. 
  Our tailoring process ensures that the weight of pistols 
  and knives does not spoil the lines of the agent’s clothes, 
  ensuring that the agent remains well dressed and well 
  prepared.
  BENEFIT
  Provides Great (+4) passive opposition to any attempt to 
  discover weapons carried by the agent. Only effective for 
  weapons that are pistol-sized or smaller.
  POCKET DISGUISE KIT
  Thanks to modern chemistry, all of the substances an 
  agent would need to construct an effective disguise can 
  now fit within a cigarette case. The small vials in this kit 
  contain concentrated hair and skin dyes, as well as adhe-
  sives and putty for the purpose of shaping one’s face and 
  producing scars or wrinkles. 
  BENEFIT
  +2 to Deceive to disguise one’s face, hair, and skin. 
  (Requires Deceive +2.)
  TELEVOCALIZER
  This device is conical, and roughly the size of a human 
  hand. When an agent speaks into the narrow end, the 
  device’s reverberation chamber converts the sounds into 
  a linear wave. When the sound wave reflects off of a 
  distant object, that object will seem to be the sound’s 
  origin. An agent might use this device to create distrac-
  tions or deceptions, or to communicate discreetly with 
  other agents.
  BENEFIT
  +2 to the agent’s Deceive skill to Create Advantages 
  such as Whisper froM The shadoWs or iMaginary 
  aMBush. (Requires Deceive +1.)
  SMOKESCREEN BUTTONS
  The R&D Department can manufacture these buttons in 
  various sizes and colors as required to suit any agent’s 
  clothing. When an agent rips this button free of its gar-
  ment, the action releases the chemicals contained inside, 
  rapidly creating a dense but harmless smokescreen. The 
  smoke dissipates after a few seconds, but this temporary 
  concealment may be sufficient to allow an agent to escape 
  a hazardous situation
  BENEFIT
  Using this gadget does not require a skill roll and does 
  not use up the agent’s action for the exchange. The 
  button creates a Smokescreen aspect in the agent’s zone 
  that adds +4 to the opposition of any action that would 
  require clear visibility in that zone. The aspect remains in 
  effect until the agent’s action in the next exchange.
  UTILITY
  EMERGENCY TRACKING 
  SYSTEM (ETS)
  It’s possible that the Ministry’s Emergency Tracking 
  System has saved the lives of more field agents than any 
  Aetheralternator rifle or razor-brimmed bowler hat. The 
  ability to locate any of our agents instantly allows us to 
  safeguard the brave men and women who venture into 
  the unknown on the Ministry’s orders. 
  We were therefore was alarmed to discover that field 
  agents sometimes deliberately remove their ETS rings 
  during missions. This seems to be the result of miscon-
  ceptions that have spread unchecked among Ministry 
  personnel. We intend to address these unfounded con-
  cerns with the following facts, and we hope that you will 
  reinforce our message.
  It is certainly true that wearing a Ministry signet ring 
  might jeopardize an agent’s cover identity during clan-
  destine operations. For this precise reason, we provide 
  ETS beacons in many different housings, such as engage-
  ment rings, class rings, or purely decorative rings. We 
  can also provide beacons mounted in bracelets, pendants, 
  earrings, cufflinks, and so on. 
  Second, it is absolutely not true that the ETS beacon 
  transmits a continuous signal that an enemy can track. 
  An ETS beacon remains silent unless a Ministry moni-
  toring station transmits an activating signal, or unless the 
  agent manually activates the ring to send a distress signal. 
  In either case, the beacon will transmit a brief wireless 
  “ping”. The characteristics of this wireless signal allow our 
  monitoring stations to chart the beacon’s location any-
  where on the planet, though lightning storms or powerful 
  electrical equipment may provide some interference.
  Once a monitoring station has made contact with a 
  beacon, the nearest Ministry headquarters can relay the 
  beacon’s location to a portable wireless tracker, which 
  resembles a handheld compass. Based on this wireless 
  signal, the tracker aims its directional needle toward the 
  desired ETS beacon. A field agent carrying the tracker 
  can follow the needle to the target beacon and provide 
  aid to the missing agent. 
  ASPECTS 
  High Concept: They’ll find Me anyWhere
  Trouble: oCCasional aTMospheriC inTerferenCe
  
  8     toolS oF the trade
  “HIPPOCRATES” MEDICAL 
  DIAGNOSIS APPARATUS
  While we cannot expect all of our agents to display a mas-
  tery of the medical sciences, we must make our best effort 
  to avoid the sort of mistake that occurred in Framling-
  ham, Suffolk. During that investigation, our agents con-
  cluded that the village inhabitants were suffering from a 
  two thousand year old Druidic curse, when, in fact, they 
  were actually suffering from a batch of undercooked sau-
  sages. The truth did not arrive in time to prevent the 
  damage caused by the misdiagnosis, which included sev-
  eral fires, a riot, and the collapse of the prison tower of 
  Framlingham Castle.
  Therefore, the R&D Department has combined a suite 
  of automated medical instruments into a travel-ready, 
  one-foot-square case. To obtain a diagnosis, the subject 
  inserts his hand into a slot on the side of the case, and 
  presses his palm down on a metal plate inside. Pressure 
  activates the instruments, which measure the subject’s 
  body temperature, collect and analyze a blood sample, 
  test nervous system reactions, and observe the subject’s 
  bio-magnetic field. The entire process takes close to a 
  minute, and when complete, dials and gauges on top of 
  the case display the results. The Hippocrates thus allows 
  any agent with rudimentary training to obtain informa-
  tion that would ordinarily require an experienced physi-
  cian and full medical laboratory.
  Since the diagnostic process may yield some slight 
  discomfort, agents may wish to assist subjects in remain-
  ing still while the Hippocrates performs its functions.
  BENEFIT
  +2 to Medicine when using the Hippocrates to discover 
  aspects related to medical conditions. (Requires Medi-
  cine +1.)
  TRAVELING TEA KIT
  A hot cup of tea, among its other benefits, is a powerful 
  diplomatic tool. In situations where operating a full tea 
  set is impractical, agents may use this portable kit, which 
  is a cylinder a foot long and three inches in diameter. The 
  kit comes pre-loaded with enough fuel, water, and tea to 
  brew four cups. The agent merely presses a button and 
  waits for the brewing cycle to complete, taking care not to 
  obstruct the steam vents. When the bell rings, the agent 
  removes the bottom cap to expose the serving nozzle. If 
  no other receptacle is available, the agent may use the 
  bottom cap as a cup.
  BENEFIT
  +2 to Rapport in conditions where no other source of 
  refreshment is available.
  VERTICAL ASCENSION BOOTS
  When the agent brings together the metal contact points 
  in the heels of these boots, the resulting electrical circuit 
  ignites a concealed supply of concentrated rocket fuel. 
  The exhaust provides a brief but vigorous thrust, suffi-
  cient to propel an agent from the ground to a fifth-story 
  rooftop. The burst expends the entire supply of fuel, 
  after which the agent must return the boots to the R&D 
  Department for refueling.
  We recommend that only agents with athletic training 
  use these boots. Also, since there is no way to reduce the 
  amount of thrust provided, agents should take note of 
  overhead obstructions before igniting the rockets.
  BENEFIT
  Allows fifty-foot jumps. Also adds +2 to Sport for jump-
  ing. (Requires Sport +1.)
  GLIDING CLOAK
  A control in the collar of this elegant cloak causes its 
  fabric to expand and stiffen, creating an aerodynamic 
  surface. Thus deployed, the cloak allows an agent to 
  descend from any height without danger of injury--pro-
  vided, of course, that a safe surface awaits the agent’s 
  landing. Agents should avoid using the cloak in strong 
  wind conditions.
  BENEFIT
  Allows the wearer to survive falls of any distance. Also 
  adds +2 to Sport when leaping down from a height. 
  (Requires Sport +1.)
  
  miniStry initiative     9
  SPRING WHEEL SHOES
  The flip of a switch causes spring-powered wheels to pop 
  out of the soles of these ordinary-looking shoes. When 
  the springs are completely wound, the shoes can carry 
  an agent a full mile in five minutes. After this distance, 
  the spring must be wound up again. Available in many 
  different men’s and women’s styles.
  BENEFIT
  Adds +2 to Sport for foot travel at high speed. (Requires 
  Sport +1.)
  UNIVERSAL ANTIDOTE
  It is impossible to produce a single treatment that can 
  act as an antidote to all poisons an agent may imbibe or 
  inhale, but we believe that our current formula is effec-
  tive against most toxins that an agent is likely to encoun-
  ter, including animal venom, poisonous plants, artificial 
  chemicals, and even common alcohol.
  The R&D Department does not recommend or con-
  done regular use of this product as a hangover cure.
  BENEFIT
  +2 to Physique to resist the effect of poisons.
  OCCULTIST’S POCKET WATCH
  The dials and meters of this timepiece display chronolog-
  ical factors that are significant in many occult practices, 
  including the current phase of the moon, the alignments 
  of planets in relation to the zodiac signs, and the cur-
  rent date as expressed in Mayan, Babylonian, and Runic 
  calendars. In most social occasions this knowledge is of 
  passing interest at best, but when dealing with occult 
  organizations or supernatural phenomena, this informa-
  tion may be critical.
  BENEFIT
  +2 to Mythology when investigating supernatural mys-
  teries. (Requires Mythology +1.)
  “HUMMINGBIRD” INSTANT 
  MESSAGE SYSTEM
  We have designed the Hummingbird for situations where 
  firing a conventional firearm into the air as a signal does 
  not convey enough information. This large single-shot 
  pistol contains a rocket projectile with a clockwork guid-
  ance system. The dials on the pistol’s grip allow the agent 
  to configure the guidance system with a short message of 
  up to twenty letters or digits. When the agent fires the 
  pistol, the rocket will ascend to its maximum height of 
  five hundred feet and then trace out the chosen message 
  with smoke trails.
  When requisitioning a Hummingbird, agents should 
  indicate whether the Latin, Arabic, or Cyrillic alphabet is 
  desired. Hanzi and kanji models are in development and 
  should be available within the year. 
  The R&D Department does not recommend using 
  the Hummingbird as an improvised weapon, especially 
  in enclosed places where a rebounding projectile full of 
  rocket fuel might endanger allies or ignite flammable 
  materials.
  ASPECTS 
  High Concept: skyWriTing pisTol
  Trouble: fire hazard
  
  10     toolS oF the trade
  EXPEDITION OUTFITS
  For the benefit of agents who must challenge our planet’s 
  more dangerous environments, we provide pre-assem-
  bled kits of outdoors equipment. We have incorporated 
  useful tools and supplies into items of terrain-appropriate 
  clothing, leaving the agent’s hands free and disguising 
  the agent’s capacity for survival in the wilderness.
  Arctic & Mountain Outfit: The heavy boots 
  included with this outfit contain retractable climbing 
  spikes, and the soles can expand into snowshoes when 
  needed. Pouches in the hooded coat contain climbing 
  rope, pitons, and a combination hammer and pick. Tinted 
  goggles fold down out of the hood to shield against snow 
  blindness. The coat, boots, gloves, and trousers are con-
  structed to retain body heat and to keep the agent alive, 
  though perhaps not comfortable, in temperatures well 
  below freezing.
  Sea: To assist the surprising number of agents who 
  find themselves alone in the open water without a nearby 
  vessel, we have concealed a variety of useful tools in this 
  outfit, including an auto-inflating flotation harness, shoes 
  with extendable swimming flippers, a seawater desalina-
  tion kit, sunburn protection lotion, and a chemical which 
  can mask the scent of a swimmer’s blood to ward off 
  sharks and other predators.
  Desert: These traveling clothes carry a supply of 
  anti-sunburn lotion and drinking water, as well as the 
  components of a Hydromatic Distiller, which can harvest 
  as much as a quart of water a day from moisture evap-
  orating from desert soil. The soles of the outfit’s boots 
  can expand to provide surfaces similar to snowshoes, to 
  assist in walking through drifting sand. Also included are 
  a sand-proof veil, tinted goggles to prevent sun blindness, 
  and a sturdy wide-brimmed hat.
  BENEFIT
  Each kit provides +2 to Physique to resist hazardous 
  effects of the environment the kit was designed to protect 
  against, such as heat or cold. The kits also provide +2 to 
  Sport to maneuver through the terrain the kit is intended 
  for.
  WEAPONS
  CONCEALED AGENT 
  DEFENSE SYSTEM
  This device appears to be an ordinary grooming kit, but 
  its various items contain components that an agent can 
  use to assemble a compact electric shock pistol within 
  thirty seconds. The pistol will not deliver the same stop-
  ping power as a full-scale energy rifle, but can provide 
  an additional self-defense option in circumstances where 
  agents cannot openly carry weapons.
  BENEFIT
  While the pistol is disassembled, a character would need 
  to succeed at an Overcome action using the Invention 
  skill to realize that the grooming kit contains a weapon. 
  This Overcome action has Great (+4) passive opposition.
  PACIFICATION GAS BOMB
  While we in the R&D Department would never chal-
  lenge the on-the-spot judgment of an agent in the field, 
  we do regret the many instances in which a liberal use of 
  explosives has deprived us of the opportunity to inspect 
  evidence or equipment. As a possible solution, we offer 
  these portable chemical gas bombs, which can render 
  a human being unconscious after a single breath. Each 
  bomb is the size of a cricket ball and contains enough gas 
  to flood a room for several minutes.
  BENEFIT
  Detonating a gas bomb imposes a Knockout Gas aspect 
  on a single zone. This aspect remains in effect for the 
  entire scene, or until removed by an influence such as a 
  strong gust of wind. During each exchange when a char-
  acter is present in this zone, the gas inflicts a Great (+4) 
  passive physical attack which the character must defend 
  against using Physique. Any consequences inflicted by 
  the attack will recover completely at the end of the scene, 
  regardless of severity.
  
  miniStry initiative     11
  ARTIFICIAL SUNLIGHT 
  PROJECTOR
  In most conditions, this device would not qualify as a 
  weapon. However, after the tragic events in Bucharest, 
  our department has been keenly aware of the need to 
  provide our agents with the means to defend themselves 
  against enemies who are immune to conventional weap-
  ons. The device is pistol-shaped, and at the target-facing 
  end is a crystal mounted in a parabolic mirror. When the 
  agent pulls the trigger, the device’s battery runs a charge 
  through the crystal, producing an intense beam of light 
  with the characteristics of natural sunlight.
  BENEFIT
  Allows agents to use their Shoot skill to attack targets 
  that are harmed by sunlight. Against other targets, agents 
  may use the projector to perform a Create an Advantage 
  action to impose a Blinded aspect.
  TESLA KNUCKLES
  This is an electric shock system whose delivery devices 
  are a pair of “knuckleduster” pugilism weapons. The 
  metal knuckles are connected by wires to batteries on a 
  belt harness. Winding the crank on the belt charges the 
  batteries, and pressing a button on either set of knuckles 
  discharges the batteries through conductive studs on the 
  striking surfaces. The shock, combined with the physical 
  impact of the metal knuckles, is normally sufficient to 
  disable a human target.
  BENEFIT
  +2 to Fight (Requires Fight +2.)
  VOLTAIC SMALLSWORD
  This weapon is based on modern European dueling 
  swords, and is certainly usable as such; however, the 
  enclosed battery can also deliver a disabling electric 
  shock through the blade. The shock is effective if the 
  blade is in direct contact with the enemy, or is in contact 
  with an electrically conductive item the enemy is carrying. 
  Agents should note that using the electric charge would 
  be dishonorable in a formal duel unless the agent’s oppo-
  nent is similarly armed.
  BENEFIT
  +2 to Fencing (Requires Fencing +2.)
  TRACKING BULLETS
  These bullets contain a radioactive isotope. If an agent 
  fires one of these bullets into a target, they will be able 
  to track them within a one mile radius with the Ministry 
  issue tracking device.
  Although the Ministry is generally willing to oblige 
  requests for large quantities of ammunition, these tracker 
  bullets are expensive, and our budget does not allow us 
  to issue more than one or two on a given mission. With 
  your authorization, Director, we can hand out more if 
  needed, but we typically do not carry more than a few 
  dozen in inventory at any time.
  BENEFIT
  When shot with a tracker bullet, a target who takes stress 
  or consequences or who is taken out also receives a 
  Radioactive Tracker aspect. If the target is a living thing, 
  removing the bullet requires an Overcome action using 
  the Medicine skill against Average (+1) passive opposi-
  tion. If the target is an inanimate object, or if the bullet 
  killed the target, removing the bullet does not require a 
  roll.
  “THE NIPPER”
  Doctor Blackwell’s research into directed energy weap-
  ons has produced a breakthrough in miniaturization: a 
  ray pistol barely larger than the palm of one’s hand. The 
  critical component is the “light cache”: a small globe con-
  taining coils of orichalcum alloy suspended in a chemical 
  solution. The globe is transparent, allowing ambient light 
  to excite the chemicals and build up an energetic charge. 
  Attached to the globe is a silver handle with a trigger, and 
  on the opposite side is a small energy emission barrel. 
  Pulling the trigger alters the magnetic properties of the 
  orichalcum coils, which in turn causes the chemical solu-
  tion to release its stored energy through the firing barrel. 
  The power of the beam depends on the amount of energy 
  trapped in the light cache. Exposing the globe to intense 
  illumination for forty-eight hours gives it enough energy 
  to fire several shots with lethal force. 
  
  12     toolS oF the trade
  A second control on the handle adjusts the orichal-
  cum coils so that they trigger a runaway chemical reac-
  tion, causing the light cache to release its energy in a 
  single uncontrolled explosion. Given the proclivities of 
  our field agents, we have no doubt that they will find a 
  variety of uses for this self-destruct feature. For safety rea-
  sons, the current production model has a lesser explosive 
  force than Doctor Blackwell’s original prototypes, but we 
  still recommend that agents stand at least thirty feet away 
  from the detonation.
  BENEFIT
  Operates as a normal Firearms weapon. Activating the 
  Nipper’s self-destruct does not use up the agent’s action 
  for the exchange, and causes the weapon to explode 
  during the agent’s action in the next exchange. Every-
  one in the same zone as the explosion must use Sport to 
  defend against a Fantastic (+6) passive attack rating.
  TRANQUILIZER RING
  This ring contains a small retractable needle and several 
  doses of a concentrated knockout drug. Some targets may 
  be able to resist the drug’s effect, so we recommend that 
  agents using the ring should have a backup plan ready.
  BENEFIT
  +2 to Fight. If the target takes a consequence to absorb 
  the harm from this attack, the consequence is Drowsy 
  and it clears at the end of the scene, regardless of the con-
  sequence severity. This weapon is not effective against 
  fighting opponents who are not susceptible to drugs. 
  (Requires Fight +1.)
  “DUVELLEROY” COMBAT FAN
  The Duvelleroy provides our female agents with addi-
  tional combat options in refined social situations. It 
  appears to be merely a decorative ladies’ fan, but its ribs 
  are made of steel, and the lace surface conceals a sturdy 
  wire mesh. An agent may use the Duvelleroy both as a 
  striking or parrying weapon, and with the fan open, the 
  agent may hurl it with accuracy at short ranges.
  I have also attached to this report the latest version 
  of the Ministry’s covert fan signal system. To avoid awk-
  ward situations, agents should take care to not send Min-
  istry signals to an audience expecting to receive ordinary 
  social fan signals, or vice versa.
  BENEFIT
  +1 to Fight. An agent can also throw the fan at a target 
  up to one zone away, gaining +1 to Firearms. (Requires 
  Fight +1.)
  MAGNETIC WHIP
  The core of this leather bullwhip is a long electromag-
  netic coil. Buttons in the handle allow the operator to 
  alter the coil’s magnetic field, causing the whip to coil 
  and constrict with great strength. An agent proficient 
  with this whip can use it to seize and restrain an enemy at 
  a distance, or to pluck a weapon from an enemy’s hands.
  BENEFIT
  When using the whip for Create an Advantage actions, 
  gain +2 to Fight to create aspects such as Tangled Up or 
  Disarmed. (Requires Fight +2.)
  METAPHYSICAL 
  DISPERSION ARRAY
  In the past, when our agents have encountered psychic 
  phenomena in the field, the R&D Department has been 
  unable to provide assistance, thus leaving our agents 
  armed with nothing but guesswork and superstition. Our 
  research in this area has begun to show promise, and the 
  Metaphysical Dispersion Array is one of many tools that 
  we believe may be invaluable in such circumstances.
  The device is intended to capture--and if necessary, 
  destroy--localized non-corporeal metaphysical energy 
  patterns. We would caution against the use of the word 
  “ghosts” or “spirits” to describe these entities, as these are 
  terms of folklore, not scientific fact. We suggest instead 
  the term “non-corporeal entity”, or NCE.
  The system consists of four aetheric projectors, con-
  nected by wire to a hand-held control box. The agent 
  must arrange the projectors in a square no larger than 
  twenty feet across, with each projector facing inward. 
  When the NCE enters the square, the agent activates 
  the projectors. At the lower power settings, the aetheric 
  waves will act only as a hindrance to the NCE, preventing 
  it from exiting the area bounded by the projectors. If the 
  agent determines that the NCE is a threat to public safety, 
  the agent may use the higher power settings, which will 
  destroy the coherence of the NCE’s psychic patterns--in 
  effect, disassembling it and scattering its energy.
  We have tuned the projectors so that the aetheric 
  waves will not affect corporeal beings. Agents may move 
  freely through the active array, though this may be inad-
  visable if the NCE within the array is hostile. We do not 
  have sufficient data to predict whether the array will be 
  effective against an NCE that has gained psychic con-
  trol of another corporeal being, but we look forward to 
  receiving field reports on this subject.
  BENEFIT
  When the array is active, a spirit trying to escape the 
  array must use its Will to attempt an Overcome action. 
  The agent operating the array may actively oppose this 
  escape action with her Invention skill. The agent may 
  also use her Invention skill to attack a spirit inside the 
  array, and the spirit must defend using Will. The array 
  
  miniStry initiative     13
  provides a +2 bonus to the operator’s Invention skill for 
  both of these actions. (Requires Invention +2.)
  VEHICLES
  “HELIOS” HORSE-
  DRAWN CARRIAGE
  Though it seems certain that the steam automobile will 
  become ubiquitous, transforming our streets from a chaos 
  of pedestrian and horse traffic into a ballet of efficient, 
  machine-driven travel, there are many who believe that 
  the automobile lacks the nobility of a well-constructed 
  horse-drawn carriage. Since it is the responsibility of the 
  R&D Department to provide support for our agents in 
  any situation, we have dedicated our best efforts to pro-
  duce what we believe is the best-engineered carriage in 
  Britain. 
  The Helios has a closed coach, with doors on the left 
  and right sides, windows all around, and a roof hatch. 
  The walls are bulletproof as well as soundproof, to pro-
  tect our agents from both physical harm and eavesdrop-
  pers. The ornamentation on the exterior can be easily 
  removed and rearranged to change the coach’s appear-
  ance, and we can supply coats-of-arms--either real or fic-
  tional--as necessary. 
  We have devoted special attention to the undercar-
  riage. All elements of the running gear are strong and 
  durable, and testing has proved that the vehicle can sur-
  vive abuse that would shatter the wheels or axles of a 
  conventional carriage. The design of the springs and 
  steering system will allow the driver to maintain com-
  plete control of the vehicle at high speeds, over uneven 
  roads, or through rapid turns.
  The coach’s interior is finely upholstered, with 
  fabric treated to be resistant to most stains, including 
  mud, blood, and machine oil. The fine construction of 
  the benches, combined with the coach’s soundproofing 
  and the resilient undercarriage, will provide passengers 
  with a comfortable ride on any road, whether urban or 
  rural. The interior panels contain hidden compartments 
  to hold weapons or sensitive documents, and the seats 
  on the benches lift up so that passengers may stow larger 
  items, such as heavy equipment or incognito travelers. 
  We feel confident that the Helios will impress any 
  passenger with its elegance and sound design, and that 
  it will allow our agents to present themselves with grace 
  and refinement.
  ASPECTS
  High Concept: noBle CharioT
  Trouble: MagneT for ThieVes
  Description: QuieT and CoMforTaBle
  SKILLS
  Fair (+2) Class
  Average (+1) Ride, Rapport
  STUNT
  Hidden Compartments: Provides Great (+4) passive 
  opposition to any attempt to discover items hidden 
  within the coach.
  PERSONAL GYROCOPTER
  Though the Royal Ornithopter Corps dismissed this 
  apparatus as too heavy and expensive for their purposes, 
  our own agents have found it invaluable in many circum-
  stances.
  The current model fits within a specially-constructed 
  backpack. The backpack’s harness distributes the 
  machine’s weight for the agent’s comfort, and holds 
  both machine and agent securely so that the two cannot 
  become separated during flight.
  To use the machine, the agent reaches behind himself 
  and takes hold of two control sticks, which are attached 
  to the backpack with retractable cables. Pulling the 
  sticks forward releases several springs which unfold the 
  machine’s blades and extend its struts. The rotor blade 
  rises upward on a strut above the agent’s head, and the 
  propeller blade rides on a strut that extends perpendicu-
  lar from the agent’s back. When both the rotor and pro-
  peller have moved outward to their operating positions, 
  the steam engine ignites automatically.
  The gyrocopter can reach speeds of 40 miles per hour, 
  and agents who have completed the training course have 
  proven the device capable of startling feats of aerobat-
  ics. (I am attaching a diagram of a combat maneuver 
  attributed to Agent Braun, which combines a high-speed 
  dive and a two-footed kick.) 
  One practical note: the overhead rotor does not pro-
  vide lift by itself and cannot allow an agent to ascend 
  vertically or to hover. The rotor, while in motion, merely 
  acts as an aerodynamic surface, and requires the velocity 
  provided by the rear propeller to provide true flight.
  ASPECTS
  High Concept: porTaBle flying MaChine
  Trouble: heaVy Burden
  Description: dangerously fasT
  SKILLS
  Fair (+2) Pilot
  Average (+1) Fight, Sport
  STUNT
  Rapid Departure: After an agent starts the gyrocopter, 
  the agent gains +2 to defend against any and all attacks 
  until the agent’s action occurs in the next exchange.
  
  14     toolS oF the trade
  INFILTRATION BALLOON
  This is another backpack-carried flight device, but 
  whereas the gyrocopter is designed for speed, the infiltra-
  tion balloon is designed for stealth. Pulling the quick-re-
  lease cord discharges the compressed helium canisters, 
  ejecting the balloon from the backpack and filling it rap-
  idly. When inflated, the balloon is ten feet in diameter, 
  and provides enough lift to carry two adults, in case one 
  agent needs to carry another to safety. The balloon is 
  black and non-reflective, and is nearly invisible against 
  an overcast night sky. Once inflated, the balloon is noise-
  less, as is the included hand-cranked propeller. An agent 
  will not be able to move faster than walking speed with 
  this conveyance, but the agent is free to ignore fences, 
  walls, hedges, rivers, or guards who only expect intrud-
  ers to arrive on foot.
  Inflating the balloon empties the helium canisters. If 
  the agent wishes to use the balloon again, she must either 
  return it to a Ministry office for maintenance, or she must 
  find a way to refill the canisters in the field.
  ASPECTS
  High Concept: inflaTaBle TransporTaTion
  Trouble: TrouBlesoMe in sTrong Winds
  Description: silenT and unseen
  SKILLS
  Fair (+2) Stealth
  Average (+1) Notice, Pilot
  STUNT
  Where Did That Shot Come From?: If the agent is in 
  the air and no one has seen her, she gains +2 to Firearms 
  for her first attack in the scene.
  VARIABLE TERRAIN TRANSPORT
  Although modern steam automobiles are convenient and 
  efficient modes of travel, they do not always provide our 
  agents with sufficient mobility, especially when there is 
  not a clear and well-maintained road available. To solve 
  this problem, we have designed an automobile that con-
  tains the necessary equipment to traverse a variety of 
  obstacles.
  In normal operating conditions, this vehicle appears 
  to be an ordinary automobile. The forward and rear 
  benches can each accommodate three riders, and a rear 
  compartment can carry a few bags of luggage. 
  The vehicle’s additional propulsion equipment is 
  concealed within the chassis and can extend into operat-
  ing position when activated by the driver’s controls. For 
  amphibious travel, the vehicle extends buoyant pontoons, 
  and exchanges the rear wheels with paddlewheels. For 
  travel over snow and ice, the vehicle exchanges the front 
  wheels for skis, and exchanges the rear wheels for con-
  tinuous tracks. Using the continuous tracks alone can 
  propel the vehicle through deep mud or sand.
  Since our agents frequently find themselves in hostile 
  situations, we have mounted a Maxim machine gun under 
  the hood. Dashboard controls allow either the driver or a 
  forward passenger to elevate, aim, and fire the machine 
  gun. We have also installed a system of sound baffles 
  which, when activated, significantly reduces engine noise, 
  allowing agents to travel silently.
  Although the driver’s controls may be confusing, we 
  have prepared a 300-page training manual which we 
  believes adequately explains proper operation of the 
  vehicle.
  Professor Axelrod also wishes me to inform you that 
  he has reviewed Agent Books’ proposal for adding a flight 
  system to this vehicle, and he has judged it unworkable. 
  It is the Professor’s opinion that such a system would 
  produce tragic accidents rather than controlled flight.
  ASPECTS
  High Concept: undaunTed By any oBsTaCle
  Trouble: WhiCh BuTTon do i press noW?
  Description: looks ordinary enough
  SKILLS
  Fair (+2) Pilot
  Average (+1) Firearms, Stealth
  
  miniStry initiative     15
  STUNT
  Sound Baffles: Activating the baffles causes the engine 
  to run entirely silent, allowing the driver to make Stealth 
  rolls without any increase in opposition due to engine 
  noise.
  TRAVELING EXCAVATOR
  I am pleased to report that the traveling excavator has 
  passed its initial trials and is performing according to 
  expectation. We have demonstrated that the capsule and 
  internal oxygen supply is sufficient to sustain a crew of 
  six for a full week, and we calculate that the thirty-foot-
  long drill will be powerful enough to tunnel through rock 
  at the deepest layers of the earth’s mantle. The rotating, 
  spiral-grooved rings around the capsule serve adequately 
  to propel the capsule through the tunnel produced by the 
  drill. The entire vehicle can bore through rock at speeds 
  up to seven miles per hour.
  Until now, most of our testing has occurred in arti-
  ficially-constructed environments intended to simulate 
  various geological conditions, but we believe that our 
  test results prove that the excavator is ready for extended 
  subterranean expeditions. We now await only formal 
  approval and assignment of personnel before launch-
  ing the Agartha mission. Professor Axelrod and Doctor 
  Blackwell have asked me to inform you that they have 
  received your orders to cancel this mission, but they are 
  certain that if you were to inspect the excavator person-
  ally, they would be able to address any concerns you may 
  have regarding the safety or success of the endeavor.
  ASPECTS
  High Concept: Mole MaChine
  Trouble: unreliaBle naVigaTion
  Description: CraMped, loud, and shaking
  SKILLS 
  The traveling excavator is still experimental and does not 
  yet provide skill bonuses.
  STUNT
  I Felt The Earth Move: When the excavator surfaces, 
  it performs a Create an Advantage action with a passive 
  Great (+4) rating against everyone in its zone and all 
  adjacent zones. Targets may defend using Sport, and any 
  target who fails to defend receives a Stumble and Fall 
  aspect.
  OUTSIDE EFFORTS
  MECHAMEN
  For better or for worse, the Ministry has no intact exam-
  ples of the combat automata produced by Doctor Dever-
  aux Havelock for the Phoenix Society. We have only 
  the schematics recovered from Havelock’s workshop, 
  and the reports from our agents explaining the operat-
  ing characteristics of the Mechamen. Due to unresolved 
  questions about certain critical internal components, we 
  have been unable to reproduce these machines, though 
  we remain committed to the effort. 
  The schematics show that a Mark I Mechaman 
  is humanoid in outline, standing eight feet tall, with a 
  rectangular torso and skeletal arms and legs. Mounted 
  in the cranium are optical sensors and a mouth-shaped 
  ventilation grill, which produce a green glow when the 
  automaton is in non-combat mode. When the Mecha-
  man switches to combat mode, its eyes and mouth glow 
  red, and its shoulder panels slide back to allow two Gat-
  
  16     toolS oF the trade
  ling guns to emerge from the torso. For long-term storage, 
  a Mark I Mechaman can fold itself into a four-foot-high 
  obelisk, disguising its true nature from the unsuspecting.
  Mark I Mechamen are completely automatic, and can 
  carry out simple behavior patterns, such as guarding a 
  location, or attacking an indicated target. An operator 
  can configure a Mark I with three different behavior pat-
  terns, and can select the current behavior pattern using a 
  switch on the automaton’s forearm. Any pattern can con-
  tain instructions to enter or exit combat mode in specific 
  circumstances, and while in combat mode, the Mark I 
  will resist any attempts to reach its behavior switch. The 
  instructions as to when to exit combat mode would seem 
  to be critical, as there is no safe way to approach a Mark 
  I in combat mode until its ammunition or steam power 
  runs out.
  Mark II Mechamen have the same humanoid 
  outlines as the Mark I’s, but on a much greater scale, 
  standing one hundred feet tall. These battle machines 
  do not have a non-combat mode, and their large-caliber 
  Gatling guns remain prominent on their shoulders at all 
  times. Whereas the weapons of the Mark I are devastat-
  ing against human targets, the Mark II’s guns can level 
  buildings. Mark II’s are not automatic, and require two 
  human pilots riding in the machine’s cranium. One pilot 
  supervises the machine’s complex locomotion controls 
  while the other operate the weapons. These pilots are 
  the Mark II’s only weakness. Field reports tell us that 
  the glass windows around the pilot stations are not rein-
  forced and are susceptible to rifle fire. 
  The documents recovered from the Phoenix Society 
  suggest that Doctor Havelock had also conceived a Mark 
  III Mechaman, but we can only speculate as to what that 
  design might entail. 
  Although the Ministry destroyed Havelock’s work-
  shop and his army of Mechamen, we cannot discount the 
  possibility that a member of the Society fled with copies 
  of Doctor Havelock’s designs, or that some other party 
  or organization may have recovered documents from the 
  site. Our agents should therefore familiarize themselves 
  with these designs, in case they encounter these formida-
  ble weapons again in the future. 
  Mark I (as NPC)
  Aspect: Murderous auToMaTon
  SKILLS
  Good (+3) Shoot
  Fair (+2) Fight
  Average (+1) Physique
  Stress: b b
  (Attempting to toggle a Mark I’s behavior switch requires 
  an Overcome action. The Mark I receives a +2 bonus 
  to oppose this action. Choose the skills required for the 
  action and the opposition based on the method chosen to 
  reach the switch. Note that an agent will not necessarily 
  know which switch position will activate which behavior 
  pattern, and choosing a switch position randomly may 
  make a bad situation worse.)
  Mark II (as a vehicle)
  ASPECTS
  High Concept: giganTiC Walking dreadnoughT
  Trouble: insuffiCienT piloT proTeCTion
  Description: sloW BuT poWerful Tread
  SKILLS
  Fair (+2) Firearms
  Average (+1) Fight, Notice
  STUNT 
  The Long View: Aiming telescopes give pilots +2 to 
  Notice when viewing distant objects.
  ANTICIPATION ENGINE
  From the fragmentary documents we’ve examined so far, 
  we are unable to conclude whether the diagrams repre-
  sent a genuine project of Methuselah’s Order, or whether 
  a fraudulent inventor was simply attempting to earn a 
  portion of the Order’s substantial wealth with a marvel-
  ous but impossible proposal. We would be glad to review 
  any further information the agents can gather about this 
  device.
  If the Order did construct this device, it would take 
  up an enormous amount of room: it might just fit within 
  the boundaries of a rugby pitch. It appears that the 
  device is designed in several modules so that the physical 
  configuration may be altered to fit the environment. The 
  modules could be spread across several rooms or train 
  cars without impeding the engine’s function, so long as 
  the cables between the modules remained connected.
  Once assembled, the machine is a calculating engine 
  of unprecedented power, designed to perform statistical 
  calculations of a complexity far beyond human capabil-
  ity. It appears to be based on mathematical principles 
  suggested by Ada Lovelace for enhancing and adapt-
  ing Charles Babbage’s analytical engine. By feeding the 
  engine data describing the identities, capabilities, and 
  past actions of a group of people, the system is supposed 
  to be able to predict future events occurring within that 
  group. In theory, the engine could predict the actions of 
  a business, or a government--or even the actions of our 
  own Ministry.
  By adjusting parameters, the engine’s operator could 
  use it to calculate the subject organization’s response to 
  
  miniStry initiative     17
  an outside influence. The operator could play out a vari-
  ety of scenarios until discovering the factors that would 
  produce the most desirable outcome. The strategic 
  advantages of possessing such an engine should be both 
  obvious and frightening.
  Though we cannot know whether the Order has 
  constructed this device, our scientists recommend that 
  the Ministry should take suitable precautions. Since the 
  accuracy of the engine’s predictions is constrained by 
  the accuracy of the information given to it, the Ministry 
  should disseminate misinformation that would lead such 
  a device to arrive at incorrect conclusions. Our engineers 
  have already produced a prototype of a device we call a 
  Falsehood Mill, which can automatically generate plausi-
  ble but inaccurate memoranda and field reports. I have 
  also attached a supplementary proposal from Doctor 
  Mantegazza, who believes that we might use the False-
  hood Mill to supplement the Ministry’s budget with prof-
  its from high-volume publication of light escapist fiction.
  ASPECTS 
  High Concept: alWays a feW sTeps ahead
  Trouble: garBage in, garBage ouT
  ATMOSPHERIC 
  PATTERN TRIGGER
  Since the Ministry’s agents captured this machine two 
  years ago, our engineers have studied it with equal parts 
  astonishment and unease. We would prefer to dismiss 
  the machine’s creator, known to us only as “The Herald,” 
  as a harmless eccentric. The lengthy manifestos she has 
  submitted to newspapers around the globe are a dizzy-
  ing mixture of prophecy and delusion, in which she casts 
  herself as the earthly agent of powerful cosmic forces, 
  and as the architect of a utopia that she will build upon 
  the ashes of the civilizations she herself has destroyed.
  Regardless of whether her writings are the product 
  of a deranged mind, or are part of a strategy of decep-
  tion and misdirection, her work demonstrates without a 
  doubt that she is a scientific genius of the highest caliber. 
  Her most recent project, the Atmospheric Pattern Trigger, 
  demonstrates this fact all too well.
  The device broadcasts aetheric vibrations at a low 
  power level, but over an area hundreds of miles in diam-
  eter. The vibrations interact with the Earth’s atmosphere, 
  affecting temperature, precipitation, and wind currents. 
  Our calculations, based on the fragments of the device 
  available for our inspection, suggest that the device 
  would produce no immediately visible reaction when 
  activated, but over time, the atmospheric effects would 
  grow more and more pronounced. After a few weeks of 
  continuous operation, it could punish an entire continent 
  with blizzards, hurricanes, drought, or floods.
  From a scientific point of view, the machine contains 
  a collection of remarkable innovations. The principles 
  of atmospheric cascading employed by the device could 
  represent the birth of an entire field of scientific research. 
  The power generation system, once we fully understand 
  it, may make the innovations of Edison and Tesla obso-
  lete. From a more practical standpoint, the machine’s 
  aetheric antenna is noteworthy due to the fact that it 
  must be constructed entirely of gold. It was the Herald’s 
  efforts to accumulate six and a half tonnes of gold that 
  led our agents to her base of operations, so it would be 
  prudent to remain alert for any such activity in the future.
  While the Herald remains at large, we must face 
  the possibility that she will attempt to construct another 
  copy of this machine, or that she may deliver its design 
  to another equally dangerous individual or organiza-
  tion. Professor Axelrod is attempting to adapt his Stratus 
  Manipulator system to serve as a countermeasure against 
  such a circumstance. In theory, several Stratus Manipula-
  tors situated strategically around the affected area would 
  cancel the meteorological disturbances. But without a 
  full field test of both the Atmospheric Pattern Trigger 
  and the Stratus Manipulators operating simultaneous-
  ly--which we cannot in good conscience recommend--we 
  cannot be certain.
  ASPECTS 
  High Concept: unleash The eleMenTs!
  Trouble: We need hoW MuCh gold?
  NECROANIMATION PROBES
  After inspecting the notes and materials recovered from 
  Ecuador, the R&D Department has assembled a working 
  theory to explain the phenomena our agents encoun-
  tered there. I must stress that we have made no attempt 
  at duplicating the machinery involved, and we have no 
  intention of doing so. To quote Doctor Blackwell on this 
  subject: “We may all be a little mad here, but we’re not 
  insane.”
  To create an undead soldier, the Illuminati scientists 
  in Ecuador started with a freshly dead corpse. They 
  implanted electrical probes in the corpse’s head, each 
  probe targeting a specific location of the brain. In order 
  to precisely install these probes, the scientists had created 
  a helmet-like device which positioned the probes and 
  drilled them into the corpse’s skull.
  The scientists activated these probes by broadcasting 
  an electrical signal through the Earth’s magnetic field. 
  The probes redirected the electrical impulses through the 
  corpse’s brain, nervous system, and muscles, restoring 
  its power of motion and a limited level of unconscious 
  instinctive thought. 
  Altering the broadcast signal would affect which 
  cranial probes were activated, which allowed the Illumi-
  nati to place their reanimated soldiers in three different 
  operating modes. The instruction mode activated the sol-
  diers’ language interpretation functions, allowing them to 
  receive and understand simple verbal orders. The execu-
  tion mode heightened the soldiers’ motor and planning 
  
  18     toolS oF the trade
  skills so that they could carry out their orders. While 
  in execution mode, the soldiers’ language functions were 
  dormant so that they could not receive countermanding 
  orders.
  The third mode triggered the soldiers’ instincts for 
  rage and violence, transforming them into mindless, ber-
  serk instruments of destruction. Clearly, this mode was 
  intended to provide the Illuminati with an emergency 
  measure for creating chaos, and according to the field 
  reports, it achieved that goal frighteningly well.
  Analysis of the technology involved has revealed two 
  weaknesses. First, the electric broadcast technique had 
  limited range. The transmitter operated by the Illuminati 
  was only effective across a three-mile radius--enough to 
  threaten the citizens of Quito, but not effective beyond 
  the city limits. A larger transmitter would extend this 
  range, but we expect that there would be a practical limit 
  of about a hundred miles, no matter how much power 
  was used. Second, a strong electric or magnetic field can 
  temporarily interfere with the cranial probes, causing the 
  soldiers to become inactive or confused. In theory, con-
  structing a second transmitter would allow one to inter-
  fere with the activating signals, such an effort is probably 
  outside the limits of time and resources commonly expe-
  rienced by field agents.
  Necroanimated Soldiers (as NPCs)
  Aspect: Mindless shaMBling horror
  SKILLS
  Average (+1) Fight, Physique
  Stress: b b
  MAJOR PROJECTS
  HMS EIDOTHEA
  Ministry engineers first produced designs for this vessel 
  in 1851, but the Ministry’s resources at the time were 
  not sufficient to realize that ambitious proposal. The 
  vessel might never have been constructed at all but for 
  the Moskenstraumen affair in 1866, which provoked the 
  Ministry to produce an underwater exploration vessel in 
  haste. The result was the HMS Thalassa, which was a 
  smaller version of the original design, but proved to be 
  sufficient for the immediate need. Though the Thalassa 
  was lost in combat with the Moskenstraumen, her laud-
  able performance demonstrated the value of the original 
  design, and the Ministry commissioned the construction 
  of the Eidothea.
  The Eidothea has a top speed of 15 knots while sur-
  faced and 10 knots submerged; an underwater trip from 
  London to New York City would require two full weeks. 
  She was designed to survive dives down to 30,000 feet 
  in depth, but in practice, she has only descended as far 
  as 20,000 feet, during the Fortuna Prime expedition in 
  1872. She holds facilities for a crew of thirty, although 
  she could carry as many as one hundred passengers for 
  short durations.
  Since the Eidothea is intended for long-term explo-
  ration missions, we have attempted to outfit the vessel 
  with all of the tools necessary for independent scientific 
  research, as well as every possible comfort to ensure top 
  performance of field personnel. There are seven four-per-
  son cabins, and two single-person cabins for command 
  officers. There is one general-purpose scientific labo-
  ratory, and a separate infirmary which also serves as a 
  medical laboratory. There is also a common room which 
  the crew can use as a briefing room or dining room as 
  needed. The galley, though small, is capable of sophisti-
  cated cuisine if important guests are aboard.
  The 1851 plans called for a steam engine, but in 
  this case, our engineers have eclipsed the ambition of 
  the original designers. The Eidothea’s magnetodynamic 
  drive collects water through intakes in its bow and uses 
  magnetic fields to force that water out of the stern under 
  high pressure. Since the drive contains only a few moving 
  parts, it produces little noise either inside or outside the 
  vessel. In addition, the vessel manufactures its own fuel, 
  producing hydrogen from seawater and burning that 
  hydrogen to power the magnetodynamic drive and the 
  ship’s electrical generators.
  The bridge has four control stations, intended for the 
  pilot, the navigator, a command officer, and a scientific 
  advisor. Apart from the standard guidance and naviga-
  tion controls, these stations allow operation of various 
  environmental and scientific instruments, including an 
  echolocation system which can identify solid objects 
  within two miles. In case of hostile opposition, the bridge 
  
  miniStry initiative     19
  controls allow operation of the Eidothea’s defense system, 
  including two torpedo tubes--one facing forward and one 
  rearward--and a short-range electric burst emitter.
  For hands-on exploration, the Eidothea carries ten 
  diving suits, each equipped with helmet lanterns, har-
  poon pistols, and an hour’s supply of oxygen. When sup-
  plied with our Deep Breath formula of breathing gases, 
  the suits allow underwater exploration at depths up to 
  1,000 feet. The Eidothea also carries two Neptune-model 
  mechanical diving suits, reinforced and pressurized to 
  allow safe dives down to 5,000 feet. The vessel’s embar-
  kation chamber is a large airlock of sufficient capacity to 
  admit ten crew members at once, or to hold large items 
  that must be brought into or out of the vessel while sub-
  merged. 
  ASPECTS
  High Concept: yes, she’s eQuipped for ThaT
  Trouble: sluggish ManeuVering
  Description: suBMerged researCh faCiliTy
  SKILLS
  Fair (+2) Notice
  Average (+1) Invention, Medicine
  STUNT 
  Tool of Science: The Eideothea’s equipment and instru-
  ments grant +2 to Deduction for purposes of scientific 
  research.
  OSM MOBILE HEADQUARTERS
  Despite the modest origins of the American Office of the 
  Supernatural and Metaphysical, it is safe to say that they 
  have earned a position at the forefront of the world’s sci-
  entific and intelligence organizations. Take, for example, 
  the attached plans for a new OSM headquarters facil-
  ity, designed to provide robust on-the-spot support for 
  field investigations while maintaining the organization’s 
  secrecy. In these aspects it is fully the equal of any of our 
  outposts, except that the OSM facility has one further 
  advantage: it can move.
  The facility is designed as a series of locomotive cars, 
  towed by a high-speed engine. From the outside, the cars 
  appear to be ordinary freight or passenger cars, allow-
  ing the facility to travel without announcing the OSM’s 
  presence. Each car is dedicated to a certain function, and 
  by adding more of a given type of car, it’s possible to 
  enhance the facility’s capabilities in specific areas. 
  Laboratory: A fully-equipped scientific lab, with 
  work stations for eight researchers. The car’s suspension 
  protects sensitive experiments from bumps, tilting, and 
  other disturbances. The car is also fire-proof and con-
  tains a venting system to remove toxic fumes.
  Workshop: A facility with the necessary equipment 
  to accomplish engineering tasks both large and small, 
  from repairing watches to producing ammunition to 
  manufacturing battleship engines.
  Garage: A telescoping crane mounted in the ceiling 
  of this car can pick up an automobile alongside the train 
  and deposit the vehicle safely inside the train car, even if 
  both the train and the automobile are in motion. Opera-
  tors can reverse this procedure to deploy a stored vehicle 
  on a nearby road. The car is equipped with wheel braces 
  to keep a stored automobile stable, and can also carry 
  fuel, tools, and replacement parts.
  Hangar: This car is designed to carry a single United 
  States Eagle-class two-seater ornithopter, with its wings 
  stowed. Folding back the roof and side walls of the car 
  converts it into a stable landing and takeoff platform. 
  The car could accommodate one of our own Robin orni-
  thopters after slight modifications to both the car and the 
  aircraft.
  Defense: Concealed within this car is a weapon the 
  OSM calls the Avalanche: a heavy-caliber, triple-barreled 
  machine gun, nearly an artillery piece. It is mounted on 
  a rotating platform that allows the operator to aim in all 
  directions, and to threaten both air and ground targets. 
  Mechanisms in the car slide back the roof and raise the 
  Avalanche’s  platform, and feed the weapon a constant 
  supply of ammunition from below.
  Training: It’s clear that the OSM wishes its agents 
  to practice their combat skills even while traveling. This 
  car contains automated training dummies and targets 
  for both hand-to-hand and firearms training. Bulletproof 
  walls ensure that missed targets don’t result in accidental 
  casualties.
  Quarters: To allow OSM agents to recuperate in 
  comfort, this car holds six double-occupancy sleeping 
  cabins, and a single common washroom. 
  Dining: This car proves that our American counter-
  parts are not as bereft of sophistication as their reputation 
  suggests. The decor, accommodations, and kitchen are 
  all suited to entertain the cream of society or heads of 
  state.
  Records: This entire car is a document storage and 
  retrieval facility, resembling the retrieval system in our 
  own Archive in some crude respects. It’s possible the sim-
  ilarity is simply the result of similar functional require-
  ments producing similar designs, but Professor Axelrod 
  suggests that information leakage from the Archive 
  Department may be responsible, and would appreciate 
  discussing the matter with you at your convenience.
  Thanks to recent fruitful collaborations between our 
  agency and the OSM, the Americans have willingly pro-
  vided us with a copy of these plans for our own use. We 
  can begin construction on our own version of the mobile 
  headquarters whenever you so order, though we would 
  caution that the facility would be susceptible to the usual 
  hazards of rail travel, including track maintenance issues 
  and right-of-way conflicts. We are happy to leave these 
  logistical problems in the hands of more qualified Minis-
  try personnel.
  
  20     toolS oF the trade
  ASPECTS
  High Concept: seCreT inTelligenCe agenCy on 
  rails
  Trouble: WhaT’s The delay This TiMe?
  Description: prepared for The Task aT hand
  SKILLS
  Adjusting the mobile headquarters’ equipment and sup-
  plies allows agents to rearrange its skill bonuses. Choose 
  one Fair (+2) skill and two Average (+1) skills from the 
  following list: Class, Deduction, Invention, Medicine, 
  Mythology, Firearms.
  STUNT
  Hypersteam Engine: Gain +2 to Pilot for Overcome 
  actions that depend on raw speed.
  ATLANTEAN GATE KEY #14
  As per your instructions, we have deactivated Gate 
  Key #14, though we have kept its support systems in 
  working order. Even if we never activate this artifact 
  again, it remains valuable as a reminder that the best 
  minds of my department can sometimes still be surprised.
  When the Ministry recovered its fourteenth Atlan-
  tean Gate Key and found that it was damaged, the R&D 
  Department proposed a solution that seems hopelessly 
  optimistic now: we suggested that simply repairing the 
  chip missing from the artifact’s surface might allow it to 
  operate. Though we achieved our goal after six years 
  of labor, the system we refer to as “the Patch” is now a 
  room full of sophisticated electrical and magnetic equip-
  ment. The size of this project, and the fact that we require 
  several tons of machinery to reactivate an artifact I could 
  hide in my pocket, is a telling comparison of our technol-
  ogy to the accomplishments of the Atlanteans.
  Since our first successful activation of the Key eigh-
  teen months ago, we have rebuilt the Patch three times 
  to improve reliability, but its broad structure remains the 
  same. The focus of the system is the transportation corri-
  dor, which is a metal-walled construction seven feet wide, 
  seven feet high, and thirty feet long. We have elevated 
  the corridor ten feet from the floor to grant engineers free 
  access to the theta coils that wrap around it. A ramp leads 
  from the floor to the entry end of the corridor.
  The Patch’s charging array requires fifteen minutes to 
  achieve full power from a cold start. When the Patch is 
  charged, we can activate the Key and open its aethergate. 
  The transit process through the gate is straightforward. 
  An agent simply walks up the ramp and into the cor-
  ridor, entering the rainbow-colored vortex produced by 
  the gate. A single step forward then projects the agent 
  instantly across a distance of over 350 light-years. Based 
  on astronomical measurements made by expeditionary 
  agents, we know that Key #14’s aethergate leads to a 
  planet in orbit around the star Epsilon Delphini. 
  We have named this planet Arion, after the the Greek 
  poet whose life--according to myth--was saved by the 
  dolphin represented by the Delphinus constellation. The 
  terminus of the aethergate appears to be a fixed point 
  on the Arion’s surface, near its equator. We have made 
  little progress in mapping the area due to the planet’s 
  hostile ecosystem. Though the atmosphere is breathable, 
  the terrain around the aethergate’s terminus is choked 
  in thick jungle, and most native forms of life, from the 
  foliage to the reptilian predators, are either venomous or 
  poisonous or both. 
  The aethergate does provide some mild physical 
  resistance to entry, enough to block the passage of air, 
  spores, pollen, and other microscopic organisms. How-
  ever, since returning agents might carry some of these 
  items on their person, the Gate Key and the Patch are 
  in their own air-tight chamber in the R&D facility, and 
  we employ the strictest decontamination procedures for 
  agents and equipment alike after every expedition.
  Despite the difficult conditions on Arion, we hoped it 
  would be possible to establish a permanent research facil-
  ity on the planet. However, illness caused by a native virus 
  forced our construction team to evacuate the site, and 
  when another team returned a week later, they found our 
  
  miniStry initiative     21
  half-completed buildings smashed and scattered. More 
  disturbing was the discovery that the tools left behind by 
  the prior team were missing. We must conclude that the 
  tools were stolen, but we have no clues as to what or who 
  may have stolen them. One of Arion’s torrential storms 
  washed away any tracks that the perpetrators might have 
  left behind. Thus, we cannot determine whether the base 
  was destroyed by one of the Ministry’s Earthly rivals, or 
  by some entity or entities native to Arion. 
  Clearly, we must proceed with extreme caution, 
  though we must proceed. The scientific benefits to be 
  gained by exploring Arion are beyond measure, and I 
  hope I speak without contradiction when I assert that a 
  challenge of this significance and magnitude is the Min-
  istry’s reason for existence. The R&D Department has 
  submitted proposals for improved security measures to 
  your desk, and we look forward to your final approval. 
  ASPECTS 
  High Concept: The sTars are a sTep aWay
  Trouble: WhaT perils lurk Beyond?
  
  oPen Game liCenSe verSion 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Fate Core System and Fate Accelerated Edition © 2013 by Evil Hat Productions, LLC. Developed, authored, and edited by Leonard Balsera, Brian 
  Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue.
  The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The Four Actions icons were designed by Jeremy Keller.
  Tools of the Trade Copyright © 2015 Galileo Games. All rights reserved.
  The Ministry Initiative Copyright © 2014 Galileo Games. All rights reserved.
  The Ministry of Peculiar Occurrences Copyright © 2014 Tee Morris and Phillipa Ballentine. All rights reserved.
  Written by Don Bisdorf.
  Edited by Brennan Taylor.
  Layout design by Thomas Deeny.
  Art direction by Jared Axelrod and Brennan Taylor.
  Cover by Alex White.
  Interior illustrations © 2014 Jenna Fowler, Kurt Komoda, and Steve Walker.
  In accordance with the Open Game License Section 8 “Identification” the following designate Open Game Content and Product Identity:
  OPEN GAME CONTENT
  The contents of this document are declared Open Game Content except for the portions specifically declared as Product Identity. All Fate Core rules 
  content is Open Game Content.
  PRODUCT IDENTITY
  All artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and other graphics, unless specifically identified as 
  Open Game Content, as well as all elements of the proprietary setting are to be considered Product Identity and subject to copyright.
  Printed in the United States of America.
  ISBN 1-978-1-887920-17-9
  http://www.galileogames.com
  
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