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Organization

There is no central structure of the Bureau, nor are there any particular or designated heads of the Bureau. Instead there are puppet rulers to whom those below report to and who, in turn, pass down orders 'from above.' It is these puppet rulers who seemingly hold a seat of power in the organization, running the show and seeing to it that the will and wants of the Bureau are met without fail.

Just who fills those visible seats of power? Men and women, usually governmental bureaucrats, local men of wealth and authority, as well as those of noteable stature in the upper echelons of modern society. While public knowledge of the current 'heads' of the Bureau is otherwise a secret save from those involved.

As there is no central seat of power there is also no real, designated 'base' of operations. Instead the Bureau operates electronically a good majority of the time, their 'communications department' forwarding and sending out messages when such is necessary. Rare is it when the men and women of power in the Bureau meet; after all, such an endeavor is dangerous, as it would make offing the visible seats of power an easy task for their enemies.

Despite all the power the puppet rulers hold, it's not to say that other, more noteable men and women within the organization as a whole lack power. Quite the contrary; beneath the puppet rulers are the heads of various businesses, organizations, crime organizations and so on who run things as they see fit while keeping the agendas of the Bureau in mind.

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Structure

The structure of the Bureau was more or less taken from that of the early years of the DFA and put to use. The 'core'--if one can even say the Bureau has a central structure--consists of the following:

Research & Development

'The Hands.' Research and development, who take the knowledge gained from other members and put it to practical use for other 'groups' therein. The majority of information passed down stems from Intel, who process what has been gathered by Communications from various sources, as well as general information and knowledge from their own research. R&D is a small department that usually operates in private businesses, all funding provided by the higher echelons of the Bureau through the company for which they work for. While far from impressive as the R&D of the DFA, the Bureau's R&D department is a force to be reckoned with when it comes to combat-related products.

Intelligence

'The Brain.' Like the majority of the Bureau's inner structure, it pales in comparison to the majority of what the DFA has. Intel does not function like most formal organizations' Intelligence departments do--instead it consists mainly of small splinter groups that work on their own and who, in turn, relay their information to Communications. The Bureau's Intel has its hands in a wide-variety of various organizations, from the local government, police, as well as local businesses of note, the local newspaper and many other organizations. Their numbers are far from impressive when compared to the DFA--but they still get the job done.

Strike

'The Fists.' When the Bureau wants something done, this is the team to go and do it. Unlike the DFA, the Bureau isn't necessarily concerned with keeping a 'public masquerade' up and veiling the public eye--in fact they are sometimes deliberately open with their operations. The group itself is alot like a small squad of soldiers that consist of men and women of considerable prowess and power who aren't afraid to use their abilities--or any other tactics, including underhanded, dirty tricks--when sent in. Called 'Sweepers' these teams are sent in usually to deal with the DFA when they 'get in the way' of the Bureau. Their duties range from assassinations to kidnappings of potentially useful persons, either for blackmail or simply for recruitment.

Communications

'The Mouth.' To call them 'Communications' is to be nice. In truth 'Communications' is little more than a handful of hackers and crackers from across the globe who do favors for the Bureau--for a price, of course. These men and women are often called upon by the Bureau for their prowess at computers and hacking when the Bureau seeks to infiltrate a wide-variety of databases--including the DFA's own computers, although such is a very dangerous and daunting task, and rare is it that most hackers get out of it 'safely.' Their usual job consists of relaying information from the other branches to and from one another through various encrypted means.

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Bureau Positions

Information

These positions are available to anyone on the game, though for the upper management-type positions, staff will be eyeing applicants a closer than most. Players who fill these rolls are expected to participate in RP and be active, much like what is expected of players on any other game.

Anyone who is already established IC who wants to obtain a position in upper management (or even the current lower management--more will be added in the future) should contact the Bureau wizard and discuss IC scenes to establish your character into one of the positions desired.

Upper Management

Chief of Operations :: NPC

While there is no real structure to the Bureau, there is some form or organization to the group. They operate in small cells across the world, usually headed up by a top brass-appointed chief of operations. He is the ultimate authority of that particular cell and all its members, and only reports to the superiors, but never in person.

Beneath the Chief of Operations there are two seats of power--one is the presiding officer for ‘The Fist’ (Strike) and ‘The Mouth’ (Communications), called the while the other oversees ‘The Brain’ (Intelligence) and ‘The Hands’ (R&D).

Strategy Officer :: 1/1 Positions Filled :: CLOSED

The Strategy officer (Strike and Communications) is in charge of relaying orders from the chief of operations to the two groups, and usually leads the cell into action. His Communications group is more or less run and operated by trusted members of the Bureau from afar, relaying information from one branch to the other and sending Intel and R&D’s findings to the main branch.

Strike, on the other hand, sees far more action, often sent out with orders to do the bidding of their masters. While they do take orders from their supervisor AND answer to the Intelligence officer, they ultimately choose to answer to the Strategy officer, as he has the final say in everything.

Intelligence Officer :: 0/1 Positions Filled :: OPEN

The Intelligence officer (Intel and R&D) is a far more low-key position when compared to that of the Strategy officer’s. The Intelligence officer handles most if not all sensitive information, organizing and placing various members of his Intel group into society for reconnaissance purposes. He puts plants in the local police, government and even the DFA itself are not uncommon, though the latter is a far more difficult task. It’s rare--very rare--the Bureau manages to infiltrate the DFA.

Intelligence also handles the numerous contacts that the Bureau has managed to obtain in the cell’s particular city of operation. Local business bigwigs, handling sub-groups (like the Harbingers in Midgard, to name one) and otherwise maintaining order and pleasing the Bureau’s contacts--in exchange for something, of course.

R&D’s findings and discoveries are often time relayed back to the Intelligence officer. It’s the Intelligence officer who makes the say about whether or not the findings should be pursued or set aside, such as manufacturing an experimental weapon for Strike use--through the expense of their contacts, of course.

Branch Supervisors :: 0/4 Positions Filled :: OPEN

Beneath the two presiding officers under the Chief of Operations are the supervisors for each branch of the cell. There is a supervisor of Communications, R&D, Intelligence and Strike. While Communications and R&D supervisors’ superiority are considered minimal at best (hardly anyone sees them as an equal or superior), the supervisors of Intel and Strike have some moving power. Intel’s supervisor is considered powerful, as it’s ultimately he who can make someone disappear or ruin someone’s life with an order to the Intelligence officer. Strike, meanwhile, has under his command men and women--a good handful of which are manufactured by the R&D department--who are dangerously skilled at the art of killing.

It’s not to say that R&D and Communications are a complete joke. Without R&D, Bureau would not have the men and women they do (such as their experiments) as well as the weapons, armor and purpose they have in researching and obtaining Foreigners. Communications is also vital--without ‘The Mouth’ there would be no contact from above or to it, such as funding. One push of the button can single-handedly destroy a single cell group.

Lower Management

Executive Board :: 01/12 Positions Filled :: OPEN

NOTE: This group is available to any number of established, IC businessmen, mafiosi or people of power.

This is a group of men and women all across the cell’s particular city (in this case Midgard) that have considerable move or power within the city. They are politicians and judges, crime lords and business tycoons. Within the Bureau, they are known as Executives. Usually heading up any sort of board meeting are the leaders of Intelligence and Communications.

Just what does the Executive Board offer the Bureau? They provide services and wealth to the Bureau most cannot, giving those favors and a wide assortment of perks in exchange for the same thing in return. A mafia don may want to outfit his Coporegima with a nice, powerful armor-piercing round from R&D, or a politician may want a particular reporter’s lips permanently sealed after they’d discovered his shady dealings in the slums at night by Strike. Businessmen may want a corporate competitor publicly humiliated through the handiwork of Communications, or a particular judge may want Intel to keep a close eye on a certain officer who is causing trouble for the dark underbelly of the local legal system.

The Executives provide the Bureau with a plethora of information. With their hands dipped into so many information pools and their collective influence considerably strong, the cell and its four divisions have an abundance of taps into every level of the city it’s in.

The Bureau puts considerable faith into its Executives. Thus it is very unwise for an Executive to rub the Bureau or its supervisors the wrong way. Easily can anyone on the board be crushed, and numerous Executives have in the past for insubordination or general annoyance.

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Funding

Just how does the Bureau stay afloat in modern society without any solid government backing? Simple: the Bureau is funded for and by a wide-variety of businesses and private investors--which include the likes of government officials.

How does the Bureau appease these businesses, investors and other benefactors? Through a variety of means, although most are simply a case-by-case basis. Some investors are simply an easy pushover, such as a well-to-do ex-Mafia Don or politician on whom the Bureau has dirt, while some willingly invest in the Bureau's doings, certain they will benefit well from all accomplishments and endeavors the Bureau pursues with their funding.

Whatever reason a person, persons or organization has in investing with the Bureau is--in most cases--for their own reasons. Some seek the knowledge the Bureau promises and offers, other fame and wealth and some simply have personal goals and ambitions. The Bureau has plenty to offer the ambitious and the fearful--so long as they have something to give them in return.

Speaking of politics, the Bureau has not been shut down nor will it be because of its strong political ties to the organization--through its government benefactors, of course. Aiding the Bureau in secrecy are politicians who want whatever it is the actions of the DFA cannot provide--wealth, money, power; whatever it is the Bureau is willing to give them. In turn they gain political support and backing. This, coupled with their laundering of their influence into businesses and corporations, help protect them from being shut down or smothered by the DFA.

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Goals

The goals of the Bureau are vague. No one knows just for certain what the intentions of those in the higher echelons are, although the goals seem to be numerous and plentiful.

One of the most obvious goals of the Bureau is the attempt to take knowledge and power from the DFA--all for themselves. The Bureau, unlike the DFA, who seeks to protect and maintain some semblance of normalcy within a world that has the potential to go completely wrong. They, like the DFA, seek to pierce the thin veil that separates this world from the unseen Umbra, from which Foreigners and Altereds are 'born.' There is power and infinite knowledge, a so-called means of 'unlocking' the universe and harnessing that Godlike power. Yet they know little of this 'other plane' of existence; all they know is what they have taken from the DFA over the years. They know no more than the DFA does.

Others of the Bureau want to close the world off to Foreigners completely, as no good comes from their arrival and existence here in the world. They bring with them disease and knowledge that does not belong in a world incapable of supporting it. Foreigners are a bastardization to existence itself--they should not exist in a world that they were not born into. Others simply wish to prove that 'God' or some higher power exists. Some wish to take the power His existence and exploit it, while some simply wish to steal it.

Some wish to capture and apprehend Foreigners, to dissect and experiment on them in hopes of finding and unlocking their secrets. Some seek immortality in this, while others seek the secrets of life and death. Some government officials who take up supporting the Bureau in secrecy simply wishes to stamp out the likes of the DFA, or seek governmental gain in power and wealth.

Thus the goals of the Bureau aren't particular--most members have their own agenda. And somehow it seems to work.

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