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Prerequisite Camps: Espionage Camp 1 Guerrilla Warfare Camp 1
5 Types of Agents & Shinobi Rank Structure: The 5 agents & the Genin, Chunin & Jonin rank structure go hand in hand. The 5 types of agents are Living, Doubled, Native, Sleeper & Dead, they will be explained in greater detail later but the Ninja Rank structure must first be understood. Genin or “Low Men” are individuals who are trained in what is referred to as “false ninjutsu” by Steven Nojiri of the Historical Ninjutsu Research Team. This would a water down form of true ninjutsu, delving into ninjutsu we find ourselves addressing several different elements of ninjutsu. Ninjutsu is a sophisticated system of psychological manipulation & intelligence gathering. Using not only trained shinobi agents but untrained and haphazardly trained non-shinobi agents as well... Doroboru “Thief” Ronin “Wave Man” Genin “Low Man” Chunin “Middle Man” Jonin “High Man” Doroboru: Refers to a criminal class of agents used add the ninja agent. They may be burglars, pick pockets, con artists, smugglers, rapists & murders to name a few. Because hold no loyalty to ninja or his organization they are not trusted and of course disposable/dead agents or native agents. Ronin: Literally “Wave man” as these were often masterless samurai or ashigaru who thrown about like a ship on the waves. Ronin were at best mercenaries and at worst better armed criminals, either way they were disposable agents. Some of these mercenaries might be trained in a few aspects of ninjutsu to gather intelligence or these ronin may be a proxy guerrilla force used to engage one's enemy in combat while the ninja agent directs resources else were. Genin: Those trained in martial arts, strategy & tactics to act as a “commando” infiltrating enemy territory to gather intelligence, sabotage enemy plans, fortifications or equipment. Genin are low trained & low skilled ninja agents who map out enemy defenses, listen to passwords used by the guards, follow in behind patrols to get within a enemy camp, train such ronin proxy forces, recruit ronin mercenaries & doroboru criminal contacts. These Genin may be disposable agents (if necessary) or they most likely serve as sleeper agents or living agents who will in time pove their worth and be taught “true ninjutsu.” Chunin: Masters of academic knowledge, chunin have been taught the full art of “true ninjutsu.” These become agents of strategy & true subterfuge. Chunin agents train the genin agents who recruit the ronin & doroboru agents within the enemies boarders, some chunin (denotes a level of skill as well as rank) are born into samurai families who require a full study and understanding of bujutsu & ninjutsu, other rise from the ranks of disposable commodities who are more valuable with a full understanding of ninjutsu rather then haphazard understanding of the whole art of ninjutsu. Jonin: Jonin or high men are so skilled at ninjutsu that espionage, subterfuge & deception act & react on an intuitive level beyond thought & planning. In stead of trapping their prey, they allow their prey to trap themselves. Jonin are most often considered living agents and are adept at turning enemy spies to doubled agents. These turned agents are used to connect the shinobi jonin to his enemies network of agents and operatives; allowing the jonin to insert chunin agents who will recruit and training native genin who will serve to recruit & train lesser genin, ronin and doroboru as disposable, sleeper & native agents. Many times doroboru agents are used without ever knowing they are recruited and used to gather intelligence & assist in covert & clandestine operations.
Mugei-Mumei No Jutsu: No name no art, refers to the techniques of depersonalization of the self. Leaving one's old self behind & adapting a new persona. This is so that one denies the enemy information about the agent & the agents organization, plans and activities from the enemy. This goes beyond the urban camouflage of disguise to “becoming” one's role. To begin with the method of training one's self to adapt and believe this new personality is to use negative breathing (see Black Dragon Ninjitsu) & sleep deprivation. In this weakened state of near hallucinogenic effects, the ninja begins adapting elements of the new personality; Name: Brian Scott Harris Nick Name: “Stoney” or “The Stoney” DOB: 7-4-79 Address: “I bounce around” or “where ever” Hometown: “New York, city & the state...” High School: “Shit, I was high in school... I dropped out in the 8th grade.” 1st Job: “I was a look out for a drug dealer named “Dooby” got high a lot, a cell phone and a gameboy. I started dealing for him when I was 12, went to juvy at 14 & been in the gutter ever sense...” 1st Girl/Boy Friend: “What girl friend I used a get these bitches who Hobbies: “Getting wasted & fucking...” Fears: “Whose afraid when you know your gonna die and their ain't no fucking God to give a shit.” Goals: “Living life” Job: “I sell drugs whi needs a fucking job...?” Wife/Husband/Lover: “I fuck a lot of bitches and...” Children: “Probably...” Noticeable Marks/Actions: Bad right knee, smokes & drinks a lot... Loves Cocaine & is a slob. Notes: Stoney is a career criminal and an individual with no life. All he cares about is sex & partying and while street smart is an academic idiot. He talks with a thick New York accent & partakes of drugs liberally. To play this cover identity one needs to practice drinking, smoking and doing drugs. Stoney is a “light weight” and so gets very high or very drunk fairly quickly (one needs to pour out small amounts of alcohol every so often to maintain a level of sobriety. Stoney's drug induced stupors allow a perfect cover for observation. Saiminjutsu: Ninja Art of Self-Hypnosis Begin by sitting in a relaxed posture, and close your eyes, begin by breathing in 3 heart beat intervals. Inhale for 3 beats & exhale for 3 beats. Gradually, allow yourself to inhale for 2 beats for several moments (approximately 9 times) & inhale for 1 beat & exhale for 3 beats. This lowers oxygen levels and brings one closer to said hallucinogenic state. From here one reads the profile of his/her alter ego (in this case Stoney AKA Brian Scott Harris) and practices speaking in a thick New York Accent. Repetition is key & one should be careful not to use negative breathing for extended periods of time or do so under the effects of drugs, alcohol and/or tobacco. It is extremely important to address the answers to all questions concerning one's fabricated as the “character” would address them.
Mugei-Mumei No Jutsu & Capture The use of “no name, no art” allows on to resist interrogation by the enemy. The longer the shinobi agent maintains their story the better the chances the shinobi will be released or filed away. This must be done by accepting certain aspects and principles of conduct by the shinobi agent. 1. Go by one's assumed identity at all times; it is possible for an agent to develop multiple assumed identities and use another identity as the “revealed true identity” however, that might also cause one's captures to investigate & interrogate one much more thoroughly. 2. Act with respect for the enemy's authority if questioned; be firm but do not give the enemy the impression of weakness or being easy to fall to manipulation. Be courteous & show concern for others around you but do not become involved and do not reveal information that one's enemy may find useful. Remember it is better to admit to a minor criminal act then to admit to being an espionage agent. So if one is to “break” under interrogation being criminal will send you to jail, being an espionage agent will keep you detailed without trial, until you die of old age or they execute you. 3. Do not believe statements made by the enemy; they will most likely lie to you to get you to give them information & even if the information is truthful it is to draw you into giving the enemy more information. Statements such as “your friend already told us everything” or “we found this [enter item] in your stuff” or “witnesses saw you there” are commonly used to illicit false & real confessions. 4. If captured do not give information to other prisoners; the enemy may bribe or plant their own agents in the cell with you to listen & observe what you say. Maintain your “cover story” & false identity even to other prisoners. If you must leak information; again it is better to be a criminal then espionage agent. 5. Understand the basic means of cohesion used to wear down physical & mental strength; the three basic means of cohesion are restriction, repetition, humiliation & harassment. • Restriction: This is a matter of limiting movement, forcing one to stand or sit for extended periods of time that breaks down physical ability and combined with repetition wears down mental resistance. This is especially effective when food, water & rest are deprived from the captured subject. • Repetition: By asking a repetitive set of questions or making a repetitive set of statements an interrogator can convince a tired, worn down & physically and mentally weak subject to believe they had committed a crime. • Humiliation: Humiliation of a prisoner such as stripping them naked and making comments about their sexuality, appearance or spreading false rumors to make the prisoner look weak in front of other prisoners is a means of destroying the prisoner's self-image and “breakdown” their mental resistances. • Harassment: Activities such as used to create a state of constant stress and anxiety this can take the form of Administrative Harassment; false charges, denial of legal due process or denial of documentation; essentially detention without cause or reason, Psychological Harassment, such as flashing lights, solitary confinement, no access to time & date (clocks, etc), loud unexpected noises or keeping someone in absolute darkness & Physical Abuse; torture, beatings or sexual assaults. The more one sticks to their “cover” story & “cover” identity the more likely one's capture's are willing to believe the agent and doubt their own sources & spies. To deceive the enemy and use strategic manipulation to make the enemy do what is a disadvantage to themselves & an advantage to yourself. Disrupt the private lives of enemy agents & let emotions cloud the minds of leaders to distract them from the strategic goals of their duties.
Chikairi No jutsu: This refers to the strategy of “entering the circle” of one's enemy. In the espionage level 1 camp methods for developing an observation point and recording enemy activities were discussed. Entering the circle deals less with scouting, observation & more with psychological manipulation. By inserting one's own agents into the enemy's network of agents, house hold servants, family and/or business associations. So that while the infiltrator penetrates enemy terrain & observes. The shinobi agent using Chikairi no Jutsu finds way to enter the enemy's circle of associations, perhaps not directly at the center but, finds himself in the right place at the right time to be recruited “accidentally” or by “necessity.” From here the Ninja agent maintains his Mugei-Mumei No Jutsu identity acting as the enemies mercenaries or criminal agents & informants. A risky endeavor but one of necessity is for the shinobi agent to prove himself skilled enough to become an asset to his enemy, allowing his enemy to draw him in closer and closer to the center of the enemy's command structure. Kunoichi (female ninja) acting a prostitutes & mistresses as well as live in servants most often fulfill this service, as men like to brag of their exploits to women, especially when drunk and happy. In many cases, kunoichi were married to other samurai houses and lords so that while they raised children & lived within their husbands castles they could also keep tabs on their birth family's alliances. This also refers to treating an enemy as an ally, aiding them, supporting them & serving them loyally, then betraying them at the last moment. A variation of this is to allow an enemy to enter one's circle under a similar guise and then betraying the enemy before the enemy can betray you. This is a dangerous game to play however & can easily back fire on the shinobi strategist. “Keep your friends close & your enemies closer...” Sun Tzu Fukuro-Gaeshi No Jutsu: This refers to strategic methods of feeding the enemy false information to disrupt enemy operations. • Yamabiko Shiko No Jutsu: Telling an enemy something you know that they know is false to judge their reaction, gathering information from their correction of false information. This method is best performed while “close to your enemy” or while being interrogated; as it allows one to gauge their interrogator's responses & know how easily one may allow feed them information. This is also effective while penetrating an enemy's circle. • Yamabiko No Jutsu: Having an agent pretend to be turned into a double agent, thus serving as the native/triple agent passing along false reports to one's enemy. To earn an enemy's trust one might have to sacrifice several agents and soldiers in the field allowing the enemy to believe one has actually turned to the enemy's side. However, a good agent needs to balance the sacrifice with the reward of victory. • Hotarabi No Jutsu: Refers to letting supposedly “secret information” fall into the enemy's hands. In war this can be done by sacrificing courier agents delivering “secret orders” concerning a “convert action” or “clandestine mission” maintaining several bits of secure enemy intelligence as evidence of the “secret information's” legitimacy. This can also be performed while conversing while within the enemy's “circle” to create in-fighting & strife.
The most effective agent for Fukuro-Gaeshi No Jutsu is the doubled agent or the tripled/native agent who pretends to be the enemy's double agent & supplies his enemy with information his masters wants. Sometimes this Native Agent can in fact recruit Doroboru & Ronin within their enemy's territory & pay him with his enemy's coin but send them out at his masters' orders to sabotage the strategies of the enemy he calls “master” and the master he calls “enemy.” Karsura Otoko No Jutsu: This refers to neutralizing the enemy intelligence operations, it extends beyond Intelligence to the realm of Counter-Intelligence. This can be done in several ways; • Making personal information about vices and secrets of enemy leaders known to their public, whether true or false. • Making false arrests by the enemy against their own population public. This erodes trust and makes recruiting criminals, rebels & ronin mercenaries easier. • Making covert actions & clandestine operations public (this is especially true if they end in failure), as this raises the question of how easily an enemy loses secrets. • Plant false informants to relay false information, causing the enemy to waste time following lies and leading them further from the truth. • Publicize military failures & Intelligence leaks to the enemy population, this degrades enemy moral & forces intelligence resources inward. False sources of the leaks can be used to implement loyal enemy agents, causing the enemy to remove them for you. • Search out enemy agents, bribe them & attempt to turn them or assassinate them. • Send out Doroboru agents to stir up mischief, chaos & reduce morale the population of the enemy while wearing down the enemy's reserve forces. • Assassinate couriers & if possible steal their reports. Poisons & ambushes can be made to look like illness and crime. In fact, using Doroboru agents for this in the belief they are committing a crime; such as robbery, should be used so that if they fail or are captured they will believe they are committing a crime & not intercepting enemy intelligence. • Sacrificing couriers & exposing your own agents so that false intelligence or cells of agents are exposed leading an enemy to feel secure in their own victory, yet exposing them to false intelligence & false plans that allow the enemy to direct resources to countering operations that do not exist. For this sacrificing genin who operate using doroboru & ronin is best. • When taking prisoners keep them separated, blindfolded & do not speak to them. Do not feed them or give them water, medical treatment & deny them sleep. Offer food, water, medicine & rest as rewards for complying with & supplying information. • The threat of allowing an enemy to believe you spread the lie that they are supplying the shinobi with information can be used to get information from the prisoner. Such a prisoner should be offer fine food, water, whine & companionship as proof before the other prisoners, as friends become enemies the prisoner will feel they have nowhere to turn. • Bribery & rewards should be offered for information, while torture should be used for silence. • Many men will accept torture and death out of pride or love. For those who wish to die known for great honor should be made to look like traitors. Those who are willing to die for their loved one's should see their families threatened and harmed before them. • Methods of Torture physical torture should be used with psychological torture like isolation, withholding clothing, food, water, medical treatment & sleep. Any compliance to give up information even after torture should be rewarded (positive reinforcement with negative reinforcement);
◦ False Drowning: Tying someone down, with a silk scarf across the face and pouring water over scarf slowly. ◦ Cold & Hot: Exposing a prisoner to winter weather, ice water filled tubs or cold streams/ponds. Then exposing them to heat immediately causing muscle cramps & wide spread “pins and needle” sensation. ◦ Hanging by the Wrists: Leaving a prisoner exposed to the elements while being hung for a prolonged period by their wrist, especially in isolation, is a minor form of extended physical torture usually accompanied with beatings & mixed with other forms of torture, ◦ Exposure to the Weather: Leaving an enemy to die from exposure to winter cold or summer heat, naked, tired, hungry & isolated. ◦ Honey & Ants: By tying an enemy to a tree, naked & exposed to the elements one can add another element to the torture bu covering an enemy in honey and pouring ants over the prisoner's head and body. Bees, wasps & centipedes can also be used. ◦ Cutting & Festering: A simple torture of cutting an enemy and exposing their wounds to filth to lead to infection. Allowing a prisoner's wounds to fester, exposure to the threat of gangrene & a slow painful death or a promise of immediate medical treatment & being release. ◦ (Modern) Electrocution: Electrocution causing intense pain, muscle spasms and disruption to the nervous system is a modern torture technique easily practiced in modern society, especially urban environments. It must be expressed that interrogation should be done in two forms using a “good cop/bad cop” or “friend/enemy” team. The prisoner should first be exposed to the “enemy” interrogator who will clearly state the prisoner is his enemy & give the impression he delights in harming the enemy. No idea of help or aid arriving must be allowed or expressed to the prisoner. The “friend” interrogator must impress that he does not enjoy torturing the prisoner but must get the information; claiming they “just following orders” or “its not personal” should be common statements. Attempts to aid the prisoner such as “secretly” giving them food or water & “fighting” with the enemy interrogator can be used to win a prisoner's trust. Kamigakure No Jutsu: Refers to using the enemy's activities to predict their next actions; this system of intelligence gathering uses intelligence data & psychological manipulation to limit an enemy to a series of options. There is a simple method for doing so, in strategy one must consider 3 aspects; Heaven (weather), Earth (terrain) & Man (military forces) In a more profound teachings of Kamigakure No Jutsu; Heaven refers to desired future outcomes, Earth refers to present situations & Man refers to individual psychological disposition & solutions. Both the mundane & the profound teachings are required to grasp the true understanding of Kamigakure No Jutsu. Mundane Meaning: Heaven (Weather): • Rain can used to cover the sound of movement. • Heavy Rain limits sight & sound allowing one to maneuver small forces or break up a larger force into smaller forces. This also limits modern night vision & thermal technology. • Fog conceals, limiting how far one can see useful for infiltrating enemy territory or moving reserve forces to flank an enemy on the battlefield.
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Snow can be used against an enemy, of a day the reflected light can make observation difficult and forces dressed in white can blend in while a dark clothed force can be used to distract the enemy from the camouflaged forces. Cold air carries sound, making travel in snow difficult. The best time to travel through snow is during a heavy snow storm & try break frozen snow from underneath. Fires are best started on windy nights, begin the fire in a location that will use the wind to spread the fire. In clear, sunny days smoke fires can be lit to obscure forces on a battlefield. The same smoke fire can be used to make a small force appear larger, & maneuver larger forces. Pine wood, needles & pine cones burn well & produce a lot of smoke. Large fires, heavy guards, patrol forces and defensive obstacles can be used to give the impression of a large force were there is none. These fake camps can be created false intelligence for the enemy & draw them away from real forces. On clear days flag signals & on clear nights fire signals can be sent between false camps, giving the enemy's scouts and spies a false impression of real forces and camps & intercepting real intelligence.
Earth (Terrain): • Hills: Send Scouts to observe over the hills and maneuver forces between the hills. When defending a hill it is important to establish scout camps on other hills, so that larger forces can be hidden between the hills. • Mountains: Steep mountains & narrow paths make for perfect ambush points & at close range can limit the effectiveness of numbers. • Forests: Forests can conceal one's numbers and limit the use of cavalry & archers. If the wind is blowing toward the enemy send out scouts to start fires & as the enemy retreats from the fire allow them to run into ambushes against fleeing troops. • Mash/Soft Ground: Soft ground and marshes makes for slow travel and finding an enemy on such ground can easily decimate the forces with archers at a distance. This is not good ground to fight on. • Open Ground: Open ground is deceptive ground, if one's scouts arrive on open ground before the enemy they can prepare pitfalls & fire pits. If the open ground is bordered by a forest or hill camp their and conceal one's numbers. Make the enemy cross the open ground and keep scouts patrolling the flanks and rear of the camp and guards to observe the open ground. When marching an army avoid moving through open areas. • Sand/Beaches: Sand is soft ground and when landing on a beach do so at night, first sending scouts to map enemy defense, then skirmishers to penetrate those defenses and draw the enemy away from the place of landing. • Rivers: Cross rivers near bends and send scouts across first to secure the other side, never cross an army at the same ford twice. An enemy might ambush your army after battle. • Roads: Keep scouts ahead of main forces, traveling beside the main force & behind it when traveling along roads. Send out scouts to secure cross roads before moving the main force through a cross roads. • Rural Areas: Move troops around farms and houses in rural areas, this prevents the enemy population from reporting troop movement. If you must take farm, do not kill the family or allow anyone to rape the women. Take them as prisoners do not give them a chance to speak to anyone until after your army has passed. Let them speak of your benevolence.
Urban Areas: Send spies first to enemy cities, spread rumors of troops were there are none. Set fires to disrupt enemy security poison enemy wells, burn crops & recruit doroboru to rob supplies sent to unit in the field. If you lay siege to enemy cities use doroboru cause chaos within, set fires to store houses, temples and Fortress/Castle: Spies are more useful in enemy fortifications to that they can learn enemy plans. When laying siege to an enemy fortress is spies spread rumors of battlefield loses, allies siding with enemies, sabotage food supplies & transportation, poison medical supplies, burn armories and store house & kill guards leaving the murder weapon with those they have disputes with to cause strife and in-fighting among the enemy's troops.
Man (Military Forces): Ancient: • Spearmen/Infantry: Groups of soldiers 20 to 30 men lead by a ashigarusha, these soldiers do most of the menial tasks, maintain security & fight at close range often relying on little training & experience. Feudal infantry was mostly conscripted peasants who served mostly as cannon fodder. • Archers: The medieval artillery which rained down arrows on enemy infantry. • Cavalry: Eastern cavalry is not the heavily armored knights of Europe but the lighter armor samurai, who fought as mounted archers from horse back. • Spies/Scouts/Skirmish Forces: The shinobi of the feudal era made up this class of warriors. As spies they secretly gather intelligence within enemy terrain. As scouts they find enemy camps, unguarded routes into enemy terrain & insure forces move through enemy terrain without being ambushed by the enemy. As skirmish forces use a small number of elite soldiers to ambush enemy patrols, messengers & supply convoys. Skirmishers also conduct raids on enemy camps to harass the enemy wear them down before a formal battle. • Messengers & Signal men: Those carrying messages can be ambushed to keep information from the enemy & signal men can be ambushed to keep the enemy from getting information to their forces. Modern: Infantry: Modern Infantry not only carries more potent weapons but are trained to conduct raids, ambushes & act as scouts & relay field intelligence. Artillery: Mortars and Cannons which fire in a large arch to deliver explosive rounds from a great range and often over obstacle preventing direct sight on the target. Targeting requires coordinates to be radioed in from a infantry force. Tank: Tanks are a modern weapon that is a fortress unto itself. The weaknesses on a tank are the top hatch does not lock and can be opened, blowing the treads immobilizes the tank & the cameras at the forward corners at the front of the tank under the turret. Many tanks also have escape hatches under the tank; making mines and IEDs from under the tank effective. The most common way to kill at tank with an anti-tank rocket fired from above to hit where the tank's hatch is. APC/Combat Vehicles: Armored Personnel Carriers such as the Bradly Fighting Vehicle and the Striker, can all be killed much like a tank. Fighter & Bomber Planes: Aircraft can deliver airborne soldiers over ground obstacles & can hit targets with missiles & bomb. Most of all aircraft are always have the high ground but aircraft cannot hold ground & explosive do little good when you risk hitting your own forces if an enemy is too close.
Special Operations/Commando: Like their predecessors the skirmishers, commando units are highly trained & operate in secret. Also like skirmishers they “spearhead” conventional operations & sometimes train proxy-forces in the way of foreign guerrilla units to confront and test their enemy or train & advise another military to confront a mutual enemy; thus being able to evaluate the enemy force. Intelligence Agency/Military Intelligence: While mentioned together they are not the same military intelligence is based on reports from the field, using satellite imagery, drone planes, scouts and captured enemy plans from successful military operations. Intelligence Agencies run various spy rings maintained by a agent, using an indigenous field agent recruited and haphazardly trained to operate a spy (see level 1 course) to recruit & manage criminal or guerrilla forces to conduct clandestine intelligence operations.
Basic Battlefield Strategies 1. When the enemy advances, retreat... 2. When the enemy retreats, advance... 3. When the enemy camps, harass... 4. When the enemy tires, attack.. 5. Drive the enemy into ambushes & limit his options... 6. Do Not harm the enemy's people, as this will gain their respect... 7. Let word spread of your victories & send out agents to whisper your name as a demon upon the land in battle... 8. Confuse the enemy with lies and deception, strike were he is most vulnerable Gojo-Goyoku: 5 Weakness in Leaders: • Kyosha: Fear, doubt & insecurity • Kisha: Lust, sexual desire & sexual frustration • Dosha: Love, trust & friendship • Rakusha: Pride, accomplishment & acceptance • Aisha: Anger, aggression & confusion Profound Meaning: Heaven: Desired Future Outcome: This is a event you want to put in place or an action you want taken by your enemy... Example: Your end goal is deploy regular military forces into a foreign nation, to secure access to oil fields in that nation. Earth: Present Situations: This is the present situation & intelligence... Example: The foreign nation is hostile to allowing foreign assets within their country, they have a weak military but dedicated civilian population ready to defend their homeland. The present military force includes 3 Divisions of Infantry, 2 Tank Divisions, 200 fighter planes, 3,000 bomber planes & 1,000 cargo planes. A small indigenous tribal population waging a guerrilla war exists in the north & descent over overbearing government policies throughout the nation.
Man: Individual Choices: This is your actions taken, options based on Example: Spies in the area have established cells and recorded information concerning troop movement. These agents have also recruited smuggling channels among criminal gangs & began training the gangs in guerrilla tactics. This has allowed “stolen” military weapons to be delivered to criminals & to be used against the foreign military & police assets. Agents have also supplied guerrillas with training & weapons purchased through criminal smuggling networks, as well as intelligence reports on foreign military movements and operations. Offers of aid, allowing our Commandos to act as trainers, advisers & provide the foreign military with intelligence assets. 1. They can allow assistance which leads to an escalation of military force... This can be used to severely weaken both the guerrillas & the foreign military. Wrapping the foreign nation in a violent civil war, breaking down foreign national defense & infrastructure. ◦ This means allowing small portions of one's professional military to come in and assist the foreign military. Establishing a permitted foothold within the foreign nation. Long term escalation of force will lead to an escalation of intelligence operations. Which in ten years will destroy infrastructure & population morale. Making contracts with oil companies to create jobs and export oil to revive the country. Acceptable. 2. They can refuse assistance which leads to an escalation of intelligence operations... Higher level intelligence assets (such as those trained in this course) to advise, train & condition selected tribal leaders as “figure heads” under the guidance of high level agent. These leaders should be smuggled out of the country and trained in a professional military boot camp & given high level espionage & intelligence training. This will lead to an increased guerrilla force and escalation of military force. ◦ As the guerrilla force escalates the level of violence and the military activity escalates, the foreign military has little choice but to allow one's own military to assist. If not the guerrilla operations intensify with the violence & one declares the sending of professional troops to assist the civilian population. Under the instruction of the high level intelligence agent the “figure head leader” will come to a compromise, gaining whatever goals they originally desired and needing to rebuild the nation, one can provide jobs and chance to rebuild by selling oil rights to the liberating force. As one can see, the profound meaning is to limit the options of an enemy by understanding their thought process and pattern of behavior. A person cannot change who they are & anyone can learn these methods but not everyone can apply them successfully. I high level agent should meet the following character traits; • Goal Oriented: Focused on one's goals... • Aggressive: Prefers to take direct action instead of waiting on others... • Intelligent: Thinks before acts, considers effects of actions and possible outcomes to events, not trying to steer events but develop an advantage from each possible outcome... • Creative: Is imaginative & adaptive in the way a musician studies musicians of the past but creates his own songs... • Intuitive: Acts on instinctive perception of events and facts... • Perceptive: Pays attention to minute details & facts... • Risk Taker: Enjoys risk, open to new experiences & sometimes is considered reckless...
A certain amount of using the psychological weaknesses of one's enemy who commands the opposing military force is required. The ninja strategist must know his enemy keeping files on all key members of leadership. Example: Ninja Field-Agents Report: Target's Name: Fort Does-Not-Exist, communication center. Goal Security of Target: Guarded Gates, ID Check & Passwords to access fort. Commo Center has code key access locks, armed guards & CCTV Terrain: Hills & Forests Weaknesses of Target Location: Guards at gate at unprofessional and lazy. People to Avoid & Personality Types: Sgt Dude, highly professional & methodical. People to Influence & Personality Types: Cpl Stuart, greedy & has a large gambling debt. Can be persuaded to let one slip a prostitute on post to forgive his outstanding gambling debt. *Note: Ensure gambling losses to allow kunoichi access to post to map layout & record times for changing of the guard. Activities & Patterns of Target(s): *Cpl Stuart; Gambles every night at barracks poker games, on weekends gambles in local underground establishments. Is on duty of a day, with Private Anders. *Pvt Anders is disenchanted and distracted because of loss in his family (info acquired by Agent 4 during poker game). If Cpl Stuart feels he can evade his dept and keep winning a few while Pvt Anders can make a bit of money so someone can have a good time without really doing any harm. It is believed kunoichi can infiltrate the Fort & the commo center to download the information. People the Ninja Can Influence: 1. Cpl Stuart, get him used to the idea of allowing prostitutes on post, to cancel out gambling debts. 2. Pvt Anders, get him used to the idea of allowing Cpl to permit unlawful access for rewards. 3. Lt. Lilly who is a single mother of 2 children. She has access to both the Commo Center & the database to get access to the system. Kidnap children and use to get communication access codes and military plans. Have kunoichi deliver “drop phone” & contact Lt when she arrives home, with instructions to drop commo codes to access encrypted channels and decryption codes in exchange for children's lives. Enemy Weapons & Equipment: AK47s, 12 gauge shotguns & 9mm handguns, with access to NVG technology & CCTV on post. Training & Leaders of the Enemy: • Base Commander: Gen. Craven, level of training unknown • Guard Commander: Lt Moore, Infantry, level of training unknown • Sergeant of the Guard: Ssgt. Mann, Basic, Air assault, no combat experience • Duty NCO: Sgt Dude, Infantry, Basic Training, airborne qualified, 2 tours of duty in Iraq, ◦ Cpl Stuart: Signal, Basic Training & Airborne Qualified, 1 year deployment to Afghanistan ◦ Pvt Anders: Transportation, Basic Training with no experience in combat • Lt Lilly: Communications & Intelligence, OCS with unknown level of experience.
Operational Plan: Summary: Lt Lilly is trained in intelligence & counter-intelligence she will find a way to leave a trail to agency. Use agent 2 criminal cell and send plant false intelligence linking Sgt Dude to drug smuggling & targeting him as double agent for North Korean Intelligence Services; who did not know he was a double agent. Leave plans to conduct terrorist operations and disguise AWOL status as MIA. Kill Cpl Stuart & Pvt Anders to conceal true trial. Allow Agent 2 to lose “cover” and disguise return to base as arrest by lawful authority. Time Line: 0700 to 1500 Stuart & Anders on duty at the gate 1215 Kunoichi infiltrates Fort Does-Not-Exist 1300 Lt Lilly leave for lunch and returns at 1345 1340 – 1350 Kunoichi moves into place to leave drop phone in Lt Lilly's POV 1430 Agent 2 uses disposable assets to kidnap children 1700 Lt Lilly leaves commo office and returns home 1715 call to “drop phone” delivers message. 0800 Lt Lilly goes to Commo Office on duty as normal 1330 Lt Lilly returns home with information, to be verified by assets in the field. • Information Good: Lt Lilly is given location to drop point. False sting op is conducted by Agent 3 & Agent 2 is “arrested” & removed from ops site with data. Lt Lilly's children are dropped off at front gate. • Information No Good: Lt Lilly is removed and children left at local mall. 1400 Agent 2 with Data returns to base, Agent 3 makes copy of all secure codes and downloads secure info from public access terminal. Agent 3 will pass secure info to Agent 1 and both will report back at HQ. 1530 Anonymous tip leads to Agent 2's cell & false intelligence on the CPUs used by them. Agent 1 sends asset to kill Cpl Stuart & Pvt Anders leads false intelligence to link to Agent 2 cell & confirm false intelligence. Each person involved will have access to only the information they need to know, the assassin who kills Cpl Stuart & Pvt Anders will be hired to conduct a hit based on money Cpl Stuart owes to bookies. If captured the assassin will lead back to the bookie and his friends in the gangs of criminals with the false intelligence linking Sgt Dude to the North Korean Intelligence Service. An attached appendix would include SALUTE Reports & After Action Reports that will provide supporting intelligence. It is vitally important that these reports be verified and come from agents with a history of providing secure accurate information. In dealing with individual's ether as leaders or commanding forces it is important to know their nature this called “knowing the mind of the enemy.” In the example of an operation, the plan was addressed but the process of understanding was not. Now we shall speak of the process of understanding. Opportunity & ability are elements key to any operation, however the risk (potential for failure) must be low as the reward (potential for success) must be high.
As such, fear ploys; ploys which use a threat of harm, most likely to a loved one, require the ability to frighten an enemy, the opportunity to threaten the enemy and a low risk of failure met with a high potential for success. Anger ploys; which force an enemy into an aggressive reaction to act out of anger are equally as effected by this principle. Your enemy must be likely to react in a way one expects, using positive reinforcement to tempt them to action & negative reinforcement to detour an enemy from other actions. For this one must understand the Five Personalities as expanded beyond the 5 psychological weaknesses. Gogyo: The Five-Elements Earth Personalities: Archetype: Caregiver Emotion: Sympathy Energy: Stability Strategy: Defend Seeks: Comfort Strengths (Positive Traits): Loyal, Secure & Social Weakness (Negative Traits): Tends to Meddle, be Too Trusting & Needy. Wind Personalities: Archetype: Alchemist Emotion: Greed Energy: Transformation Strategy: Ambush Seeks: Perfection Strengths (Positive Traits): Intelligent, Creative & Strong Willed Weakness (Negative Traits): Unyielding, Isolated & Ruthless Fire Personalities: Archetype: Wizard Emotion: Lust Energy: Aggressive Strategy: Wear Down Seeks: Excitement Strengths (Positive Traits): Brave, Charismatic & Willful Weakness (Negative Traits): Emotional, Distracted & Short Sighted
Water Personalities: Archetype: Philosopher Emotion: Love Energy: Uniting Strategy: Avoid Conflict Strengths (Positive Traits): Calm, Enduring & Deep Thinkers Weakness (Negative Traits): Prone Self-Sacrifice, Isolation & Laziness Void Personalities: Archetype: Explorer Emotion: Fear Energy: Expanding Strategy: Dominate Strengths (Positive Traits): Strategists & Tacticians, Orderly & Suppressed Emotions Weakness (Negative Traits): Control Freaks, Rigid & Easily Frustrated It is mankind's quest to surpass his nature but it is his curse to be trapped by it. As such we are prone to follow our nature event when we have been conditioned (nurtured) to be different. As such, we can use this to add us, in developing situations which prompt responses limited by one's environmental factors. Thus, making the choices they make work for you, reducing risk and forcing them to reward you with their own actions. Thus using a person's nature against themselves & forcing them to work against themselves. This is as true of Chikairi No jutsu as it is of military strategies. This understanding is needed to learn true ninjutsu, the higher order of Ninpo cannot be taught & can be just as easily referred to as Nin-Do. The Way of Invisibility is to effect men and through them society on a level creating change through manipulation of a person in accordance with their nature. A genin begins learning stealth & combat skills, a chunin learns the ways of subterfuge & psychological manipulation & a jonin has developed an intuitive understanding that cannot be matched as the way is found within them & comes naturally. Like walking & balance the feeling does not fade even if the academic knowledge does.
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