Professional Documents
Culture Documents
The Ministry
The Ministry
THE
A WORLD OF
ADVENTURE FOR
JESS NEVINS
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks folks!
INSIDERS
__skwrl__ Chris Flipse Don Arnold Jan Heitger Keith Mantell Matt Anderson Rhel The Catholic Geeks
Adrian Christopher Gunning Dustin Evermore Jason Cotton Keith Stanley Mechizmo Richard The Roach
Arias-Palomo Christopher Hatty Edward MacGregor Jeremy Tidwell Ken Ditto Michael Bowman Bellingham Timothy Carroll
Andrew Turbott Christopher Vollick Frank Joakim Andersson Kurt Blanco Michael Cambata Rick Tristan Smith
Andy Arminio Colin Mills Frédéri POCHARD Joe Trzos LilFluff Michael Rick Jakins Troy Ray
Arjun Comar Craig Foster Gavran John Rogers Linda Larsson Dean Hannah Robert Hanz Tyler Hunt
Arknon D.C. Upton George Harnish John Rudd MAINGUET Francois Michael Meriwn Ryan Singer vargr1
Arlo B Evans Daniel Graham Owens Jon-Pierre Gentil Malc Arnold Mike Lavery Sarah Vakos Will Goring
Ben Mullen GutiérrezMartínez Graham Wills Joshua Forisha Mark Mitchell Evans Scott Vesely William J. White
Bob Ross David Dorward Griffin Mitchell Joshua Lutz Mark Fentz Morgan Ellis Sean M. Dunstan William Lee
brian allred David Fergman Howard Justin Evans Marty Chodorek Nathan Hare Selene O'Rourke William McDuff
C.K. Lee David Hayes M Thompson KT Matt Nicolas Marjanovic Shawn White Zach
Charles Albrecht Declan Feeney J Quincy Sperber Katie and Peter Schumacher Stephen Rider Zach Hunt
Chris Angelini Demian Buckle Jamie Smith Berger Tremaine Nykki Boersma Philippe Herve Tara Zuber
ADVENTURERS
A Person Carl DiceForBrains Jack Stephenson-Carr Josh Salyers Michael Feldhusen Rachael Hixon Stephan
Adam Gutschenritter Carl McLaughlin Didier Bretin James Ballard Joshua Reubens Michael Friese Radosław Grzanka Stephanie Bryant
Adrian Chaluppka Carlos Martín Dillard James Hoag Juan Francisco Michael Hopcroft Ralf Wagner (Mortaine)
AJ Real Cerity Dirk Methner James Husum Gutierrez Michael Riabov Randall Orndorff Stephen Figgins
Al Billings Charles Evans Don Bisdorf James Marston Juan Trillo Michael Thompson Randall Wright Stephen Fleetwood
Alan Bartholet Chet Gray Don Schlaich James O'Neill Julianna Backer Micheal Elliott Raun Sedlock Stephen Waugh
Alan Phillips Chip Dunning Doug Blakeslee James Odom Jussi Räsänen Mike Vermont Rebecca Harbison Steve Discont
Alan Timothy Rogers Chloe Wandler Doug Bolden James Pacheco Justin Mirko Froehlich Rebecca Hubbard Steve Kunec
Alan Twigg Chris Caporaso Duane Cathey James Winfield Kaarchin MirrorKhaos Red Dice Diaries Steve Perpitch-Harvey
Alessandro Gagliardi Chris Little Duncan Jamie Wheeler Karl Thiebolt Mo Remy Sanchez Steve Radabaugh
Alexander Gräfe Chris Matosky Dylan Green Janet Oblinger Katherine Malloy Mook Renzo Crispieri Steven Code
Alexander "Grass Chris Newton Ebenezer Arvigenius Jared Hunt Katie Baker My Humble Assault Richard Steven D Warble
dragon" Chris Nolen Edward Da Fonseca Jarrett Keith R. Potempa Nat Richard Gilmore Steven desJardins
Corbett Chris Stone-Bush Edward Sturges Jason Bean Kent Snyen Nat Richard Greene Steven K. Watkins
Alexandros Tsourakis Christian Ehedei Jason Best Kesh Nathan Barnes Rick LaRue Steven Markley
Alfred Garza Christoph Thill Eirch Mascariatu Jason Pasch Kevin Nathan Fritz Riggah Stu Adams
Alloyed Christopher Allen Elizabeth Creegan Jason Penney Kevin L. Nault Nathan Reed Rob Knop Stuart Dollar
Amanda Valentine Christopher Avery Elliott M. Freeman Jason Schindler Kevin Lindgren Neil Macbeth Rob Meyers Svend Andersen
Amazing Rando Christopher Mangum Elsa S. Henry Jayna Pavlin Kevin McDermott Nichlas Dyhr Robb Neumann Ted Soper
Anders Jonsson Christopher Mason Elsidar Amhransidhe Jeff Chaffee Kevin Payne Hummelsberger Robert Bersch Teppo Pennanen
Andrew Christopher W. Dolunt Emmanuel Jeff Craig Kielo Maja Nicholas Hopkins Robert Huss Teresa O
Andrew Betts Chuck Dee Enrique Esturillo Cano Jeff Mahood Klaas Bock Nicholas Pilon Robert Rees Tevel Drinkwater
Andrew Dacey Claire eric Jeff Pitrman Kris Herzog Nick Robert Slaughter The Older Avocado
Andrew DeLorenzo Clemens Schmitz Erich Lichnock Jeff Vincent Krista Nick Daly Robinson Taylor The Python Games
Andrew Grant Clyde Clark Erik Ingersen Jeffrey Boman Krzysztof Chyla Nick pater Rodrigo Chick
Andrew Horn Colin Matter Ernie Sawyer Jeffrey Collyer Kyle Nick Reale Roger Carbol Thierry De Gagné
Angus Corey Johnston Fabrice Breau Jens Larry Hollis Nicola Urbinati Ron Müller Thomas
Anthony Damiani Craig Maloney FelTK Jens Alfke Laura Nicolas Decomble Roy Thomas
arcadia666 Craig Mason Fide Jeremiah McCoy Lester Ward Nikkelitous Ruben Smith-Zempel Thomas Balls-Thies
Arlene Medder Creative Play and Florian Greß Jeremy Glick Lore Graham Nos Doughty Ryan C. Christiansen Thomas Maund
Arthur Lace Podcast Network Francisco Castillo Jeremy Hamaker Loren Olav Müller Ryan Junk Thomas Ryan
ArthurDent Curt Meyer Frank Beaver Jes Jacobson Luca Agosto Olivier Nisole Samuel Hart Tim Davis
Ask Charly Leetham Curtis Hay Frederik Strothmann JF Paradis LunarBistro Osye Pritchett Sarah Mayfield Timothy Miller
B. Bredthauer Dain gamedave Jim Nicholson M. Sawi paolo castelli Sarah Williams Todd Estabrook
Barac Wiley Damon Richard Garrett Joanna m.h. Paolo Jose Cruz Schubacca Todd Willey
Becca Danae Knowles Garrett Jones Joe Levey Madelyn Chappell Patrice Hédé Scot Ryder Tom Lommel
Ben Daniel Chapman Gary Anastasio Joe Mason Manfred Patrice Mermoud Scott Acker Tony Ewing
Benj Daniel Ellingsen Lund Genevieve Joel Short Marc Kevin Hall Patrick Chapman Scott Dexter TR Merchen
Benjamin Daniel Gallant Geoffrey Walter Johannes Oppermann Marcel Lotz Patrick Ewing Scott Greenleaf Travis Stodter
Benjamin Cush Daniel Kraemer Gian Domenico John Marcel Wittram Patrick Fittkau Scott Millward Trevor Crosse
Benjamin Welke Daniel Ley Facchini John Marcus Patrick McElfresh Scott Puckett Tsht
Björn Steffen Daniel Maberry Giuseppe D'Aristotile John Beynon Mario Dongu Paul Sean Mulhern Ty Volpo
Bo Madsen Daniel Markwig Glenn Seiler John Bogart Mark A. Schmidt Paul Arezina Sean O'Dell Tyson Monagle
Bob Hiestand Daniel Taylor Glynn Stewart John Fiala Mark Harris Paul Maanen Sean Smith Urs Blumentritt
Brandon Wiley Daniele Galli Graham Thaxton John Helmuth Mark Widner Paul Olson Sean Walsh Veronica Hamilton
Brandt Bjornsen Darin Henley Greg Conant John Lake Markus Haberstock Paul Rivers Sean West Money Victor Allen
Brendan Conway Dave Joria Greg Matyola John Lambert Markus Sauerbrey Pete Curry Sebastian S Victor Serrano
Brent Ritch David Bellinger Gregg Workman John Portley Martin Deppe Peter Bingham Serge Beaumont Ville Lavonius
Brian David Bowers Guillermo Calvo John T Martin Terrier Peter Gates Seth Clayton Vladimir Filipović
Brian Colin David Goodwin Gustavo Campanelli John Taber Marty Gentillon Peter James Burczyk Seth Hartley Volker Mantel
Brian Creswick David Maple Haakon Thunestvedt John Tobin Matt Houck Peter Kahle Shadowmyre Kalyn waelcyrge
Brian Paul David Millians Harry Mills John William Matt Landis Petri Leinonen Shai Laric Wayne Peacock
Brian S. Holt David Morfin Heather McDonald Matthew J. Hanson Phil Groff Shervyn von Hoerl Wes Fournier
Brook Freeman David Olson Herman Duyker Jon Mayo Matthew Price philippe boutron Shijuro William Hutton
Bruce David Reed Hourousha Mokujin Jon Smejkal Max Kaehn Philippe Marichal Shoshana Kessock William Johnson
Bryan Botz David Ross Ian Charlton Jonathan Methorphan Philippe Saner Simon Brunning World's Okayest GM
Bryan Brake David Silberstein Imunar Jonathan Finke Mic Phillip Webb Simon White Yara Ohrt
Bryan Gillispie David Starner Indi Latrani Jonathan Korman Michael Pint Wakefield Sion Rodriguez y Z. Daniel Esgate
Bryan Wiltgen Davide Orlandi Irene Strauss Jonathan Perrine Michael Bradford PK Gibson Zeb Walker
Bryce Perry Denis Ryan Ivan Begley Jose A. Michael Brewer Pocket Meeple Sławomir Wrzesień
BurninChrome Dennis Groome Jack Gulick Joseph Michael D. Blanchard Porter Stefan Feltmann
C Derek Hiemforth Jack Muratore Joseph Formoso Michael D. Ranalli Jr. R Roy Stefano Monachesi
THE
MINISTRY
A WORLD OF
ADVENTURE FOR
SEAN NITTNER
ART DIRECTION
BRIAN PATTERSON
LAYOUT
FRED HICKS
INTERIOR & COVER ARTWORK
PEDRO POTIER
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
www.evilhat.com • feedback@evilhat.com
@EvilHatOfficial on Twitter
facebook.com/EvilHatProductions
The Ministry
Copyright ©2018 Evil Hat Productions, LLC and Jess Nevins.
All rights reserved.
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.
THE MINISTRY 5
The Ministry plays differently from other games you might be used to. Ministry
agents aren’t murder hobos or two-fisted pulp heroes. They’re brave men and
women in a grim struggle against a variety of alien species whose goal is to
replace humanity, if not to wipe it out completely. These aliens can look like
regular people or even be regular people, albeit physically or psychically possessed.
These aliens are Other, in psychology and form, and could be inside any one of
us, waiting to strike.
Paranoia, in other words, is what you’re aiming for. Aliens might be anywhere,
inside of anyone—even inside the Ministry itself. Friends, acquaintances, or
simply familiar faces—any of them could be possessed by an alien. GMs, you’ll
want to emphasize this unsurety, to let the players truly feel alone and isolated
and potentially threatened. Any situation, no matter how homey or comfortable
it seems, could become a terrible one. Keep the players on their heels, always
reacting to the aliens rather than anticipating and forestalling them. Don’t be
shy about introducing NPCs, making them useful to and liked by the players,
and then having them possessed or killed by and replaced by aliens. And don’t
hesitate to infect the PCs themselves.
The Ministry is a horror game; make things horrible for the players. Emphasize
the Otherness and Wrongness of the aliens in how they look and move and smell.
Likewise, emphasize the drabness of Britain in the 1950s: the muted colors every-
where, whether on tv and movie screens or in the clothes everyone wears; the
boring sameness of the food, everything boiled and flavorless, the more enjoyable
foods still rationed; the feeling, widespread among native Britons, that they are
stuck in a rut that they can’t escape from; the feeling, widespread among foreign-
born Britons, that they are a part of a society which only begrudgingly welcomes
them—if that; the ever-present urban smog; the ever-present lit cigarettes; and
the pre-war behaviors and moral and ethical rules that don’t truly apply anymore
but are still followed. The concern with civilian lives, for example, went away
when the British began bombing German cities during the war.
In the world of The Ministry there are no pulp-style heroes or villains—heroes
are human, and crime is tedious and ordinary and grim. There are no flashy East
End gangsters, there is no Carnaby Street and Swinging England. Britain, in
other words, is black and white and ordinary and realistic and boring. The only
break from this drabness should be the PCs’ work—the secret war between the
Ministry and the various aliens threatening Britain—since it brings adventure and
excitement into their lives as well as makes them privy to the Ministry’s secrets,
which indicate that Great Britain remains a great world power and indeed is a
world leader in some (quite secret) respects.
Remember to show that the Ministry agents’ actions have direct and immediate
results, and that failures on their missions have disastrous consequences, possibly
for many people, perhaps for the nation or even the Earth. The Liverpool and
Norwich incidents are sad examples of what happens when the agents fail. Ministry
agents are under enormous pressure to find the aliens and capture or kill them
before they can infect or possess many civilians—and such pressure would drive
ordinary people mad.
THE MINISTRY 7
1948: The Ministry of Rocketry, making use of the technology reverse-engineered
from the Rajasthan spaceship, makes the first successful manned trip into outer
space. Secrecy is maintained throughout, and the world at large as well as most levels
of the British government itself remain ignorant of the Ministry and its success.
1951: After over two years of intense effort, the construction of an orbital plat-
form is completed at the Woomera facility and then successfully launched into
geosynchronous orbit. Armed and equipped with the most advanced weapons,
communications technology, and telescopes, the orbital platform provides the
Ministry with unparalleled information about the solar system and deep space,
and it gives Great Britain a threat to secretly hold over its enemies on Earth.
1952: Construction of deep-space rockets making use of the technology of the
Rajasthan and Arctic crafts is completed, and the Ministry launches the first
manned rocket on a trip to Mars.
Ministry scientist Alan Turing is arrested for indecency; the head of the Ministry
applies political pressure, and Turing is released and never charged.
Stalin’s paranoia seemingly takes a drastic turn for the worse, leading to allega-
tions of a “Doctors’ Plot” as well as a “Generals’ Plot.”
1953: After a vigorous debate at the highest levels of the British government
regarding Ministry funding concludes in the Ministry’s favor, the Ministry begins
the laborious task of building a permanent base on the moon.
A rocket on a long-range mission returns to Earth missing two astronauts, and
with the third altered and secretly possessed by an energy being, what is later known
as a “Cerulean.” The astronaut begins to act strangely, but Professor Kneale detects
what’s going on and directs Ministry agents to destroy the possessed astronaut.
Stalin dies after being poisoned by Lavrenti Beria. An odd, tiny creature is
recovered from Stalin’s body; description of the creature matches that of the alien
beings which become known as “Spiders.”
1954: On the Isle of Wight, a batch of strange new seeds, recently purchased in
France, flowers into “Tribuses.” The Tribuses feel confident enough to reveal their
true selves and begin attacking and consuming their owners. After thirty-two
deaths, Ministry agents solve the mystery and destroy the Tribuses.
1955: Purely by chance, a driver of supply trucks bound for Ministry hq in
Waberthwaite discovers a group of Spiders in his trucks. He calls in the Ministry,
whose investigation leads to the unveiling of the Spiders’ secret control of highly
placed government officials. Professor Kneale again successfully leads the effort
against them.
The librarian of All Souls College in Oxford discovers “ghosts” in the college
library. Professor Kneale, assisted by the Traveler, deduces that they are psychic enti-
ties from Earth’s deep past—the Traveler hints that they used to possess dinosaurs.
THE MINISTRY 9
Source Materials
The Ministry draws upon a set of works from British popular culture that many
players may not be familiar with. While exposure to them is not necessary, making
the effort to watch and read these works will help you easily understand the
mindset of the world of The Ministry as well as expose you to a now-forgotten
set of good-to-great books and films.
• The Professor Quatermass films, particularly the original three: The
Quatermass Experiment, Quatermass II, and Quatermass and the Pit. Parts
or full versions of all three are available on YouTube. These are the primary
influences on The Ministry.
• Early Dr. Who serials featuring the First Doctor, played by William Hartnell,
some of which are available on YouTube. Though running in the 1960s
rather than the 1950s, several of the episodes have a Quatermass-like feel to
them, to the point where Nigel Kneale, the creator of Professor Quatermass,
thought that the creators of Dr. Who had ripped him off.
• The Day of the Triffids—both the John Wyndham novel and the 1962 movie,
which is available in its entirety on YouTube.
• Early James Bond novels (not the films), especially Casino Royale and Live
and Let Die. They’re good not so much for their glamor but for the feel
of Britain in the early 1950s and of a certain kind of British intelligence
behavior common during the 1950s.
• Fabian of the Yard episodes, several of which are available on YouTube.
They’re good for getting a feel for the black-and-white Britain of the 1950s.
THE MINISTRY 11
Manchester: Populous northwestern metropolis, former manufacturing power in
Great Britain, home to a football powerhouse (the pride of the city), and center of
culture in the north of England. There is substantial rebuilding of former slums,
with high-rise blocks of flats appearing at an astonishing rate, but generally these
are dark times for Mancunians. The 6 February air disaster, which killed numerous
members of the Manchester United team and several journalists who covered the
team, lies heavy on the mood of the city. The industrial and manufacturing base
of the city is in a severe downturn, leading to widespread unemployment. And
as with most cities in England, there is substantial friction between whites and
immigrants from the Caribbean and Asia.
Newcastle: The most populous city in the northeast of England. Even so, it has the
same problems that other English cities do: slums, which are now being replaced
by high-rise estates and blocks of flats, whose construction destroys traditional
neighborhoods; economic depression caused by the loss of the city’s industrial
base; widespread unemployment, largely caused by the loss of industrial businesses
and the shipyards as well as by the closing of the local coal mines; and friction
between whites and immigrants.
Oxford: A university city. The university holds substantial sway over the town’s
doings, so the history of the city is largely the history of the university. In 1958
the university is wracked by student unrest and discontent: the anti-nuclear
movement (which begins here and flowers into substantial marches on Easter,
1958, in London), the anti-H-bomb movement, students breaching the Official
Secrets Act, ISIS magazine publishing articles about British Intelligence opera-
tions, and especially working-class students’ discontent with university traditions
and hidebound ways.
Plymouth: The biggest city in England’s southwest. It generally avoids the woes
of other cities because of its aggressive housing plan that began in 1946—much
earlier than when other English cities began rebuilding—and by the presence of
the Admiralty shipyards, which continue to do great business. The damage from
the war has been repaired, and the city has a brand new, modern city center. In
many ways Plymouth is the San Diego of Great Britain—or, more properly, vice
versa: a sunny, coastal city inextricably intertwined with the Navy it services.
Sheffield: This city is much like other British cities: declining industries, though
steel factories remain strong; too many tenements and slums, though housing
plans are in place and new estates and flat blocks are being constructed; economic
depression; and racial tension. It still bears some physical scars from the war.
THE MINISTRY 13
Dissonance
The Ministry is a game about stalwart Britons fighting aliens. Unfortunately, the
aliens aren’t content to simply conquer the Earth. They possess human bodies,
sometimes singly and sometimes en masse. Not only do the characters have to
deal with the knowledge that aliens exist and they mean us harm, but they must
also cope with the suspicion that nobody can be trusted, and with the knowledge
that at any moment dozens, hundreds, or even thousands of innocent civilians
could be possessed—a process that is difficult to undo.
So, The Ministry is not just a game of fighting aliens: it’s a game of paranoia
and horror. Just the sight, sound, and smell of aliens is damaging to people’s
minds—and so is the knowledge of them and any psychic experiences with them.
It’s 1958; the idea that aliens are real is for most people the stuff of science fiction,
so simply being exposed to aliens is a blow to one’s sanity. Closer experiences
with aliens produces even worse effects. This is not the slow, creeping horror of
a dawning awakening to a horrible reality; this is the short, sharp shock of being
confronted with Wrongness, and then the long process of recuperation afterwards.
The aliens don’t look like what people expect from seeing them on the TV or
movie screen. The aliens have colors no human tongue can describe, shapes that no
earthly creature bears; they move in unsettling ways, and their smells and sounds
are disturbingly different. They’re wrong, and just seeing, smelling, or touching
one of them is itself an attack on a person. This fact is reflected by each alien’s
Dissonance stunt, described more in The Aliens (page 21).
THE MINISTRY 15
Mass Infection
Some aliens attack by possessing victims’ minds, an effective but slow method
of spreading their influence. Other aliens operate differently, trying to infect as
many people as possible through physical attacks. The latter aliens essentially act
as disease vectors, so after the aliens have infected enough people, the spread of
alien infection becomes a matter of masses of people, not individuals, acting and
being acted upon.
Once a mass infection begins, the PCs’ individual actions are not just useless
but too late—they’re no longer dealing with one infected individual, but with
crowds of them usually working in concert. Mass infection is the Ministry’s worst
nightmare; it means that their efforts have come to naught, that large numbers of
civilians stand to lose their lives, and that entire cities or the country itself is in
imminent danger. When this takes place, all available Ministry agents are sum-
moned, armed with stun batons and gas grenades, and sent to the field to confront
the infected humans en masse, in contests and conflicts between mobs (page 18).
When fifty humans have been infected, they turn into a mob and begin using
mob tactics to infect other humans as quickly and as widely as possible. Infected
mobs will attack, usually with Shoot or Fight, mobs of uninfected humans in the
same zone. Once everyone in the zone is infected, those mobs will spread into
adjacent zones and begin all over again.
If a city zone is lost, all Ministry agents, whether on-site or not, gain a situation
aspect, lasting until the end of the session, that indicates their dismay—something
like Not This Again or Oh Those Poor People—and the Ministry as a whole
takes a mild consequence. The loss of two zones worsens the consequence from
mild to moderate, and the loss of half of a city’s zones worsens the consequence
from moderate to severe. Any false alarm gives a mild consequence to the Ministry,
usually something like More Paranoid Than Usual. Consequences on the
Ministry can be invoked against any of its members.
In Ministry cities and city zones (see below) have consequence slots—one mild,
one moderate, and one severe—and aspects just as individuals do. As a city zone
loses people to infection, it gains consequences as follows:
• Lost a third: mild consequence
• Lost two thirds: moderate consequence
• Lost all: severe consequence
THE MINISTRY 17
Contests and Conflicts Between Mobs
Mobs in The Ministry work similarly to individuals. A mob has skills and stunts,
but one mob consists of fifty individuals, and its skills derive from the skills of
its members.
Contests between mobs work exactly the same as contests between individuals,
but conflicts between mobs work differently. In real life, conflicts between mobs
are nasty, brutal, and short. They usually involve two or three—or more—people
ganging up on one person and taking them down quickly. The Ministry’s rules
are designed to reflect these rapid losses.
Each mob has a physical and a mental stress track, each with five stress boxes.
Each stress box represents ten members of the mob, so a stress box being marked
represents ten members of the mob being taken out. Mobs continue to fight
until they concede, in which case they cease being mobs and split up into indi-
viduals, or until they are taken out, in which case all of the mob’s members are
unconscious or dead.
In conflicts between mobs, the players usually control a friendly mob—whether
of Ministry agents, police, or military—facing mobs of possessed humans or
aliens. You’ll find stats for a couple human mobs below, and you’ll find stats for
alien mobs throughout The Aliens (pages 21-35).
THE MINISTRY 19
Telekinetic Shield: You can defend with Will against physical attacks by erecting
a telekinetic shield. You must have Telekinetic Hand in order to take Telekinetic
Shield.
Telepathy: You can roll Empathy, Investigate, or Notice to glean things from
people’s minds—Empathy for feelings, Notice to detect the presence of unfamiliar
minds, or Investigate to delve into someone’s thoughts. These rolls are defended
against with Will.
Common Technology
Blaster: Weapon:1. Standard issue for Ministry agents on field operations. Reverse-
engineered from technology scavenged from the wreckage of the Rajasthan craft.
Blaster Rifle: Heavy Weapon. Weapon:2. Standard issue for Ministry agents in
operations dealing with mass outbreaks.
Flame Thrower: Heavy Weapon. Weapon:3. On a successful attack, the target
catches On Fire.
Fungal Antidote: Single-use injectable antidote to Spore infection. When injected,
the patient becomes Sick as a Dog until the end of the session.
Fungicide Gun: Similar to a weed-poison sprayer. Weapon:3 against Spores only.
Gas Grenade: Weapon:1, attacks entire zone. Standard issue for Ministry agents
on field operations. Electrically powered and meant to incapacitate, not kill. Used
by Ministry agents when dealing with masses of infected or possessed people.
Mobile: Long-Range Communication Device. Standard issue for all Ministry
agents. Radio phones based on alien technology with a thousand-mile range.
Sterile Suit: Wearer is Immune to Infections while the suit is fully intact.
Looks similar to a modern beekeeper’s suit. Standard issue for Ministry agents in
operations dealing with mass outbreaks.
Stun Baton: Weapon:1. Standard issue for Ministry agents on field operations.
Electrically powered and meant to incapacitate, not kill. Used by Ministry agents
when dealing with masses of infected or possessed people.
THE MINISTRY 21
Ceruleans
…the aliens designated ALPHA-1 are energy beings without material
form. They take possession of human bodies they come into contact
with. To date their actions have indicated a drive toward placing
themselves in a position of power; they hop from body to body, always
trying to possess someone of ever-greater influence and sway. But
for what purposes they do this is not known, as they refuse to
communicate in any way once their presence is revealed, and so far
they have proven immune to telepathic probes and readings. Pilot
Andrew Morgan, whose five-year possession is the longest on record
by a Cerulean, is currently held at LOCATION ALBERT, having been
discovered after his attempt to gain access to 10 Downing Street; he
continues to refuse to respond to any attempts at communication.
Cerulean
ASPECTS
Energy Ghost from Jupiter; Colors No Human Has Ever
Seen; Warrior Class; Seize Power for the World Matrix;
Forerunner of the Invasion
SKILLS
Superb (+5): Deceive, Notice, Possession, Will
STUNTS
Dissonance: If any human sees you, immediately roll a Good (+3)
attack against their Will.
Possession: You can attack with Possession against Will. While pos-
sessed, the victim gains Superb (+5) Crafts, Deceive, Notice, and
Will. Curing Cerulean possession requires psychic destruction
of the Cerulean, the Cerulean leaving the host body, or physical
destruction of the host. You can only possess one being at a time.
STRESS
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
NOTES
Ceruleans are two-dimensional sheets of energy, five feet by three
feet. As they are clones, they all act the same, trying to achieve
maximum power via their possessed bodies.
THE MINISTRY 23
Concept Mob of Concept-
ASPECTS Possessed Humans
Alien Meme; Been on Earth for
ASPECTS
a LONG Time; Must Reproduce;
Animal Cunning; Pack Tactics;
Trying to Get Home
Only Desire Is to Spread the
SKILLS Concept
Superb (+5): Possession, Will
SKILLS
Great (+4): Notice
Fantastic (+6): Will
STUNTS Superb (+5): Possession
Dissonance: If any human sees you, Great (+4): Fight, Notice
immediately roll a Great (+4) attack Fair (+2): Athletics, Crafts, Physique
against their Will.
STUNTS
Possession: You can attack with
Dissonance: If any human sees you,
Possession against all humans within
immediately roll a Mediocre (+0) attack
hearing distance, defended against
against their Will. Mobs of Concept-
with Will. While possessed, a victim
possessed humans looks no different
gains +1 to Athletics or Physique,
from average humans.
representing the increased adrena-
Possession: You can attack with
line flow forced upon them by the
Possession against all humans within
Concept. Also, the victim marks
hearing distance, defended against with
their lowest-value physical stress
Will. While possessed, a victim gains
box, representing the damage that
+1 to Athletics or Physique, represent-
the Concept does to its host body.
ing the increased adrenaline flow forced
Curing Concept possession requires
upon them by the Concept. Also, the
psychic destruction of the Concept
victim marks their lowest-value physi-
or physical destruction of the host
cal stress box, representing the damage
body.
that the Concept does to its host body.
STRESS Curing Concept possession requires
Mental [1][2][3][4] psychic destruction of the Concept or
physical destruction of the host body.
CONSEQUENCES
Mild (2): STRESS
Physical [1][2][3][4][5]
NOTES
Mental [1][2][3][4][5]
The Concepts are individuals, but some-
one possessed by a Concept becomes CONSEQUENCES
part of the possessing Concept’s hive Mild (2):
mind. They have no physical form—the Moderate (4):
Concepts are living ideas.
NOTES
Hearing distance will, of course, vary
Concept victims in mob form are driven
if and when the Concepts make use of
by one urge: to spread the Concept to as
phones, loudspeakers, radio, and televi-
many people as possible. However, unlike
sion broadcasts. Given enough people
individual Concept victims, Concept
within hearing range, a single Concept
mobs exhibit a low level of intelligence,
can form a mob in one round.
using pack tactics to attack those resist-
ing them.
Ghost
ASPECTS
Psychic Ghost from the Depths of Time;
Alien Trapped on Earth; Immaterial but Not Invisible;
I Live by Consuming Souls
SKILLS
Fantastic (+6): Lore
Superb (+5): Deceive, Possession, Will
Great (+4): Notice, Stealth
STUNTS
Chilling Touch: You use Will instead of Fight to make physical attacks,
defended against by Physique. This attack has a Weapon rating of 1.
Consume Soul: Requires possession. Once per day, you can make a
physical attack with Will against Physique. For each stress box that the
defender marks, you gain one mild consequence slot that lasts for a day.
Dissonance: If any human sees you, immediately roll a Fair (+2) attack
against their Will.
Possession: You can attack with Possession against Will. While pos-
sessed, the victim gains Fantastic (+6) Lore and the Chilling Touch
stunt. Curing Ghost possession requires psychic destruction of the
Ghost or physical destruction of the Ghost’s host body. You can only
possess one being at a time.
STRESS
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
NOTES
The Ghosts are a human-sized species who happen to be immaterial
energy beings, each with its own motivation.
THE MINISTRY 25
Plant People
…the aliens designated as DELTA-1 are, as best that Ministry scientists
can confirm, not just extraterrestrial but from outside the solar
system itself. Professor Kneale, after consultation with Fred Hoyle,
has theorized that the source of DELTA-1 are plant spores from some
far-distant solar system, blown through the galaxy on solar winds. At
some point in the recent past, DELTA-1 spores landed on Earth and
began the growth-consumption-reproduction process.
The DELTA-1 spores flower into giant seed pods. Humans unfortunate
enough to come into contact with the seed pods are consumed (the
seed pods are carnivorous), and the seed pods produce duplicates of
the consumed humans, the DELTA-1 proper. These duplicates spread
seed pods around to isolated locations and try to lure more humans
into the pods to be consumed. DELTA-1s’ ultimate goal, based on the
Norwich incident (TREADMILL), seems to be to consume not just
humans but all living material. (Reports of a new variety of DELTA
-- provisionally designated DELTA-2, which appeared in a Los Angeles
flower shop -- are unconfirmed.)
THE MINISTRY 27
Shards
…the aliens designated as OMICRON-1, commonly called “Shards,” are
Martian in origin; this was confirmed by Flight XB0 (see files for
ACADEMY). They are crystalline in form and are silicon-based entities.
They take possession of human bodies they come into contact with
through a strange form of transformation; OMICRON-1 are infectious
by touch, and after infecting a person they change the matter of the
human’s body into crystal, creating a humanoid crystalline being.
These ambulatory OMICRON-1s then attempt to spread the infection
by touching as many people as possible, their desired end result
seeming to be the creation of an entire world of OMICRON-1. (Why
OMICRON-1 has not spread more widely across Mars is a matter of
active inquiry for Ministry scientists.)
THE MINISTRY 29
Spiders
…the aliens designated ZETA-1 are in some respects a mystery. Where
they come from and how long they’ve been on Earth is unknown, and
ZETA-1s are understandably reluctant to share this information with
us. Dissection of captured ZETA-1s by Doctor Cochrane has revealed
beings that belong to an entirely new phylum, being internally as
well as externally asymmetric; their resemblance to Earthly spiders
is surface-only, being roughly the same size and shape as Earthly
arthropods.
ZETA-1s have followed the same pattern of behavior both times they
have been encountered: possession of human bodies (specifically
through attaching themselves to the back of the neck, just under the
hairline, and tapping into the neural cortex from there) with the
ultimate goal of taking control of individuals with the most power,
influence, and sway. The purpose of this power-amassing seems to
be to establish dominance in favor of a specific group of ZETA-1s,
although this is a tentative theory; ZETA-1s do not communicate, even
when captured, and to date telepathic probes and readings have been
unsuccessful.
THE MINISTRY 31
Spores
…what little we know about the beings designated as OMEGA-1 is
entirely due to the recent examinations of samples of OMEGA-1
carried out at LOCATION ARTHUR by Dr. John Rollason. OMEGA-1
seems to be a fungus of a form unknown to science: eukaryotes, but
their phylum is entirely new. They have the seemingly unique ability
to infect any living being (although they seem to unerringly prefer
mammals); the infected beings gradually become covered by and
consumed by OMEGA-1, until -- as was the case with ROULETTE -- the
beings are little more than ambulatory spore bombs, their intellects
destroyed.
Spore
ASPECTS
Mindless Spore of the World Fungus; Tiny;
Invulnerable to All Except Fire and Fungicide
SKILLS
Fantastic (+6): Infection, Stealth
STUNTS
Infection: Once per day, you can attack anyone who could breathe you in
with Infection against their Physique. On partial infection, the victim
has visible spores growing out of large parts of their body, reducing their
Rapport to Terrible (-2). On full infection, the victim transforms into a
near-mindless, human-shaped, ambulatory fungus, known informally as
a Spore Shambler. All of the victim’s skills related to intellect become
Atrocious (-3). A Spore infection can be cured—but only before the
victim becomes a Shambler—by application of Ministry fungicides to
affected external areas and Ministry fungal antidote internally; internal
antidotes require a Crafts roll against Good (+3) difficulty.
Spore Explosion (page 19).
STRESS
Physical [1]
CONSEQUENCES
Mild (2):
NOTES
These puff balls are clones, each half an inch in diameter. They do not
32 have a Dissonance stunt.
Spore Shambler
ASPECTS
Slow; Walking Spore Bombs
SKILLS
Superb (+5): Will
Fair (+2): Fight
Average (+1): Notice, Physique
STUNTS
Dissonance: If any human sees you,
immediately roll a Good (+3)
attack against their Will. This
attack does not cost an action.
Spore Explosion (page 19).
STRESS
Physical [1][2]
Mental [1][2][3]]
CONSEQUENCES
Mild (2):
33
Tribus
…the aliens designated THETA-1 are more thoroughly described in
dissection reports. The following is a summary of their behaviors.
THETA-1, in its docile form, is an attractive plant with a pleasant-
smelling flower, from which useful oils can be derived. Unfortunately,
THETA-1s rarely spend time in their docile form. They survive by
consuming organic matter, starting with insects but preferring the
meat of mammals. To get this meat, they will transform into the
shapes of other plants, including vines and creepers, or into their
Walker form (see WHISPER), and attack mammals, using a venomous
bite and venomous sputum…
THE MINISTRY 35
INCIDENT HARVEST (FOR GM'S EYES ONLY)
LONDON
26 JULY 1958
The Premise: The agents have to deal with a Spore outbreak at the Palace and
the British Museum.
What’s Really Happening: Prince Charles and Princess Margaret are possessed by
Spiders. The Spiders’ goal is to take control of the British monarchy—by killing
Queen Elizabeth—and, after that, the British government. They already control
the Ministry: K, the Ministry’s director, is possessed by a Spider, as are a number of
other Ministry workers, including the Armorer in the Ministry offices in London.
PLOT OPPORTUNITIES
The terrorist bombing in scene 1, which the Spiders knew about
beforehand, provides the two Spiders with the opportunity to
put their plan in motion. The Spiders have infected Princess
Margaret’s body with Spores, allowing her to become partially
infected, so that when the terrorists’ bomb goes off, Princess
Margaret can use Spore Explosion, knowing that this will bring
in the Royal Bodyguards, who will hustle the Queen to her royal
apartment and Prince Charles and Princess Margaret to theirs.
When the Queen has returned to her apartment, Prince Charles
will then set off the bomb he has concealed in the Queen’s bed-
room, killing her and making him King and Princess Margaret
the Regent. Meanwhile Prince Charles’s Spider has arranged for
a Spore Shambler outbreak at the British Museum to distract all
the Ministry agents in the area.
THE MINISTRY 37
Royal Guests
ASPECTS
Cream of the Upper Crust;
Infected with Spores
SKILLS
Fair (+2): Contacts
Average (+1): Provoke, Will
STRESS
None (first hit takes them out)
THE MINISTRY 41
Fleeing Bystanders Police
ASPECTS ASPECTS
Terrified by the Aliens Unnerved; Ready to Fire
(if the agents arrive in time) or
SKILLS
Disorganized and Frightened
Average (+1): Lore
(if the agents don’t arrive in time)
STRESS
SKILLS
None (first hit takes them out)
Fair (+2): Shoot
Average (+1): Fight, Notice
Civilians in the Streets STRESS [1]
ASPECTS
Gawking Onlookers
Spore Shambler
SKILLS
ASPECTS
Average (+1): Notice
Slow; Walking Spore Bombs
STRESS
SKILLS
None (first hit takes them out)
Superb (+5): Will
Fair (+2): Fight
Average (+1): Notice, Physique
STUNTS
Dissonance: If any human sees you,
immediately roll a Good (+3)
attack against their Will. This
attack does not cost an action.
Spore Explosion (page 19).
STRESS
Physical [1][2]
Mental [1][2][3]
CONSEQUENCES
Mild (2):
THE MINISTRY 43
Police
ASPECTS
Grateful to the Agents;
Spooked
SKILLS
Fair (+2): Shoot
Average (+1): Fight, Notice
STRESS [1]
Gurkhas
ASPECTS
Infected with Spores; Better to Die Than to Be a Coward
SKILLS
Good (+3): Shoot, Will
Fair (+2): Fight
Average (+1): Athletics, Physique
ARMOR AND ARMS
A Sterling submachine gun, giving Weapon:2.
STRESS [1][2]
THE MINISTRY 45
46 FATE: WORLDS OF ADVENTURE
Scene 6: Ministry Offices
Situation Aspects: Barely Concealed Tension
The agents will return to the Ministry offices for one of two reasons: either to
pick up anti-Spore fungicide guns before returning to the Palace, or to use the
equipment in the offices’ lab (which is run by Mahesh Singh, page 59) to
determine what the giant egg sac found in scene 5 is. Either way, as soon as the
agents arrive at the Ministry offices they are aggressively approached by a number
of office workers, who insistently relay K’s orders (from scene 3) to the agents.
The Ministry Armorer, who has taken charge of the Ministry offices while the
agents were busy, is more insistent, even strident, ordering the agents to go to the
palace, dismissing the egg sac as “irrelevant,” and ignoring the agents’ objections.
If the agents obey the Armorer, proceed to scene 7 (page 48). If the agents
ignore the Armorer and go to the lab, the lab technicians will remind the agents
that they must obey the orders of both K and the Armorer. A Notice roll against
Great (+4) difficulty will reveal that the office workers and lab technicians exchange
inscrutable looks with each other when they see that the agents are in possession
of the egg sac.
Assuming the agents do not go along with what the office workers, Armorer,
and lab technicians say, the agents can use the Ministry’s lab’s equipment to x-ray
and analyze the leathery sphere. A Lore roll against Good (+3) difficulty will
reveal that the sphere is definitely an egg sac—of hundreds of strange-looking,
half-inch-long arachnids. A follow-up Lore roll against Average (+1) difficulty
will reveal that the arachnids are the aliens known as Spiders, seen here for the
first time in their in utero form.
If the agents ever try to investigate the Britannia, to determine who used it last
and who is responsible for the egg sac being on the yacht, they will find that all
lines to Buckingham Palace are currently busy, but that other government offices,
up to and including 10 Downing Street, will take their calls. A Deceive, Provoke,
or Rapport roll against Mediocre (+0) difficulty will reveal that the Britannia
returned from Egypt ten days ago carrying the Queen, Princess Margaret, and
Prince Charles.
Once the agents discover the true nature of the egg sac, then the office workers,
lab technicians, and Armorer will team up to stop the agents from getting to the
palace, using force. The polite veneer that they all have maintained will drop, and
they’ll simply draw their weapons and try to disarm the agents.
If you need stats for Gwyneth Hobson, Ministry Armorer, see page 39. Stats
for the Ministry personnel are on the following page.
THE MINISTRY 47
Ministry Office Ministry Guards
Workers & Technicians ASPECTS
ASPECTS Possessed by Spiders
Possessed by Spiders
SKILLS
SKILLS Superb (+5): Will
Superb (+5): Will Fair (+2): Shoot, Fight
Average (+1): Notice, Shoot Average (+1): Notice
ARMOR AND ARMS ARMOR AND ARMS
Webley revolvers, giving Weapon:1. Webley revolvers, giving Weapon:1.
STRESS [1] STRESS [1]
Queen’s Guard
ASPECTS
Death Before Dishonor; Guard the Royal Family with My Life
SKILLS
Good (+3): Shoot
Fair (+2): Fight, Will
Average (+1): Athletics, Physique
ARMOR AND ARMS
Sterling submachine guns, giving Weapon:2.
STRESS [1][2]
THE MINISTRY 49
K Infected Queen’s
ASPECTS Guard
Possessed by a Spider; Must
ASPECTS
Serve the Queen
Death Before Dishonor; Guard
SKILLS the Royals with My Life;
Superb (+5): Contacts, Lore Infected with Spores
Great (+4): Resources, Will
SKILLS
Good (+3): Deceive, Investigate,
Good (+3): Shoot
Provoke, Shoot
Fair (+2): Fight, Will
STRESS Average (+1): Athletics, Physique
Physical [1][2]
ARMOR AND ARMS
Mental [1][2][3][4]
Sterling submachine guns, giving
CONSEQUENCES Weapon:2.
Mild (2):
STRESS [1][2]
Mild Mental (2):
Moderate (4):
Guests
ASPECTS
Frightened; Infected with
Spores
SKILLS
Average (+1): Contacts, Will
STRESS
None (first hit takes them out)
THE MINISTRY 51
Inside the Queen’s bedroom, the Queen is being seen to by the royal physician,
who is checking on her health following the explosion outside the palace and the
curious explosion of “dust” inside the ballroom. The royal physician doesn’t know
anything about aliens, not being cleared for it—he believes the government’s
cover stories about what happened in Liverpool and Norwich—and has neither
the equipment nor the training to detect the Spores inside the Queen’s blood.
He will be hostile toward any agent who tries to inspect the Queen or check her
blood, or any agent wearing a sterile suit.
There are two royal bodyguards flanking the doors to the Prince’s apartments,
and two inside, talking with Prince Charles and Princess Margaret. Like the Prince
and Princess, all four royal bodyguards are possessed by Spiders. The possessed
bodyguards will react hostilely toward the Ministry agents, regardless of their
attire, and the Prince will only begrudgingly let the agents into his apartment.
Neither the possessed Queen’s Guards nor the Prince nor the Princess will allow
themselves to be examined by the agents or have their blood analyzed; they fear
(incorrectly) that a blood test will reveal the presence of the Spiders.
Rolling Empathy against the Prince and Princess’s Deceive will reveal their ten-
sion and nervousness, due to the bomb about to go off. Rolling Notice against
Good (+3) difficulty will reveal a small device on the bed next to the Prince, half-
concealed by the bedcovers. The device appears to be an extremely advanced design,
roughly the size and shape of a modern cell phone, and the Prince has just used
it to activate the bomb he hid under the Queen’s bed. A Crafts roll against Good
(+3) difficulty will reveal the device’s purpose as a remote detonator.
The bomb in the Queen’s bedroom will go off in ten rounds, beginning with
the round when the Ministry agents enter the Prince’s bedroom. The bomb is
hidden under the Queen’s bed, inside a box much like the other boxes under her
bed. Locating it requires a Notice roll against Good (+3) difficulty. The bomb
has a Digital Readout. If it detonates, it will destroy the Queen’s apartments
and kill anyone inside them. Disarming the bomb requires a Crafts roll against
Fantastic (+6) difficulty. However, the bomb is small enough that one man or
woman could pick it up and run it into another room; there are a number of
unoccupied apartments next to the Queen’s and Prince’s.
If the agents kill, knock out, or use gas grenades against the Prince and the pos-
sessed Queen’s Guards, the Spiders will leave their bodies and try to possess the
agents. Seeing the Spiders leave the bodies is an Average (+1) attack against Will.
If the agents take out the Prince and the possessed Queen’s Guards with stun
batons, the electrical charge in the stun batons will take out the Spiders as well,
and they won’t leave the bodies of the Prince and the Queen’s Guards.
THE MINISTRY 53
Prince Charles
ASPECTS
Possessed by a Spider; Must
Serve the Queen; Frighteningly
Cold; Humans Are Objects to
Princess Margaret Be Moved Around; Only One
Person Between Me and the
ASPECTS
Crown; Infected with Spores
Infected with Spores;
Possessed by a Spider; SKILLS
Must Serve the Queen; Epic (+7): Will
Superficially Charming Superb (+5): Contacts
Great (+4): Deceive, Notice, Provoke
SKILLS
Fair (+2): Stealth
Epic (+7): Will
Average (+1): Athletics
Superb (+5): Contacts
Great (+4): Deceive, Notice, Provoke STUNTS
Fair (+2): Stealth Hard Boiled: You can choose to
Average (+1): Athletics ignore a mild or moderate con-
sequence until the end of the
STUNTS
scene. It can’t be compelled or
Royal Command: When you use
invoked against you. At the end
your turn to give a command to
of the scene, though, it comes
a subordinate, they get +2 to their
back worse—a mild consequence
next roll on their turn as long as
turns into a moderate consequence,
they’re obeying your commands.
and a moderate consequence turns
STRESS severe.
Physical [1][2] Royal Command: When you use
Mental [1][2][3][4] your turn to give a command to
a subordinate, they get +2 to their
CONSEQUENCES
next roll on their turn as long as
Mild (2):
they’re obeying your commands.
Moderate (4):
STRESS
Physical [1][2]
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Agent G. Thomas
Wellington-Bull
ASPECTS
High Concept: The Lion in Winter
Trouble: I’m Too Old for This Nonsense
Other Aspects: Thirty Days Until
Retirement; Veteran of Both Wars;
I’m Not Ashamed of What I’ve Done
SKILLS
Great (+4): Fight
Good (+3): Investigate, Will
Fair (+2): Notice, Physique, Shoot
Average (+1): Contacts, Deceive, Provoke,
Rapport
STUNTS
Called Shot (page 19).
I Served with a Chap: +2 to Contacts when
involving members of the British military.
I’m the Bad Cop: +2 to Provoke an opponent
who you have leverage over.
REFRESH: 3
STRESS
Physical [1][2][3] Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
THE MINISTRY 55
Agent Paul Derek
Former member of the Kenyan colonial police force who was recently seconded
to the Ministry after his performance against the Mau Mau. He has only been
with the Ministry for six months and hasn’t seen any frontline action against the
aliens, so he’s even more confident about dealing with them than he usually is,
which is saying something.
STRESS
Physical [1][2][3] Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
STRESS
Physical [1][2][3] Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
THE MINISTRY 57
Agent Chan “Honor” Bo
Her father Chan Hui, a famous American investigator, visited London in 1934
and loved it, and eventually retired here after the war, although the Ministry called
upon him for special cases involving Ministry agents and officials under suspicion.
When Honor came of age her father recommended her to the Ministry, which
happily took her on-board. She’s been a productive agent ever since.
STRESS
Physical [1][2][3] Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
STRESS
Physical [1][2][3] Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
THE MINISTRY 59
The Voice
The Voice used to be a master criminal, leading a crime-fighting pilot on a merry
chase, but the Ministry got to her before the pilot could, and persuaded her to
use her talents for good rather than for personal gain. She agreed (in exchange
for a cleaned record) and now works for the Ministry as their best press-handler,
putting all her skills, experience, and informants to use.
The Voice
ASPECTS
High Concept: Reformed Criminal
Mastermind
Trouble: Or Am I? I Can’t Tell
Other Aspects: Serving the Greater
Good—for Now; I Hate Aliens
More Than I Hate the Law; One
Eye Out for a Good Opportunity
SKILLS
Great (+4): Rapport
Good (+3): Deceive, Will
Fair (+2): Contacts, Empathy, Notice
Average (+1): Fight, Shoot, Athletics,
Physique
STUNTS
Femme Fatale: +2 to overcome or create
an advantage with Rapport when
dealing with men who are romanti-
cally or sexually attracted to you.
Lies Upon Lies: +2 to create an advan-
tage with Deceive when lying to
someone who has already believed
one of your lies during this session.
Migraine Blast (page 19).
Telekinetic Hand (page 19).
REFRESH: 2
STRESS
Physical [1] Mental [1]
[2][3] [2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):