Race Creation System

Index
Basic Aspects of Races
Physical/Mental Capabilities
Rated Aspects of Races
Age/Space Knowledge
Connection
Influence
Population
Colonies
Reputation
Resources
Tech Levels

Physical/Mental Capabilities
Creating a race handles merits and flaws as a merit and flaw package.  There is a cost break on racial packages subtract 1/3 the cost of the total merits and flaws in the package if positive or add 1/3 if the cost is negative.  Once the capabilities aspect is done you have to take into account the rated aspects.
Attributes
Each race may have bonuses and negatives to base attributes, however, the total bonus must be equal to 0.  No bonus may be more than +4 or -4.
Merits and Flaws.
A race may have merits and flaws of any type that is standard for the race.  Social merits are handled below.  A character can be an outcast member of their race.  In that case additional flaws may be required to show this outcast status.

Rated Aspects
Most races will be created by the storyteller and these rules are simply guidelines (though hopefully useful ones).  There are 8 rated aspects: age, connection, influence, information, peoplepower, reputation, resources, tech levels.  Each of these aspects relates to how effective the race is (the rated aspects are defined below).  Ther rated aspects may not be included at all in a nonspacefaring game.  These would most likely not be included in a Sundering world game.  After each rated aspect a short paragraph will be required to define the aspect for that race.

Rated aspects cost
 
Cost Level Buying Cost Level Buying
1/dot 1 and 2 5/dot 8
2/dot 4 and 5 6/dot 9
4/dot 6 and 8 7/dot 10

The last thing is a storyteller's modifier.  Is the race just simply more powerful than it appears on paper.  If so the GM may add a points modifier between
-20 and +20

Races fall into the following broad categories:
 
Points Description Points Description
1 to 30 very weak 250 to 500 very strong
31 to 60 weak 501 to 750 powerful
61 to 120 moderate 751 to 1000 very powerful
121 to 250 strong more that 1001 incredible power

Age/Space Knowledge
Age is always counted from the Race's first forays into space.
 
Dots Age Effect
- non space faring race No knowledge of space that requires being there -3 to space lores
O under 100 years spacefaring Limited knowledge of space travel techniques and knowledge. +1 spacefaring lores
OO 100 to 300 years spacefaring +2 to spacefaring lores
OOO 301 to 500 years spacefaring +3 to spacefaring lores
OOOO 501 to 750 years spacefaring +4 to spacefaring lores
OOOOO 751 to 1200 years spacefaring +5 to spacefaring lores
5 + O 1201 to 1750 years spacefaring  Vast knowledge of space and the many races, 
+6 to spacefaring lores
5 + OO 1751 to 2500 years spacefaring +7 to spacefaring lores
5 + OOO 2500 to 3500 years spacefaring Incredible indepth knowledge of space and the races that travel there,
+8 to spacefaring lores
5 + OOOO 3501 to 5000 years spacefaring +9 to spacefaring lores
5 + OOOOO 5,001 or more years space faring Your race takes for granted many facts about space that others don't even have hints of,
+10 to spacefaring lores

Population
Population is the number of people that are part of your race.  The primary difference in this is the connection that others feel for members of their own race (admittedly very subtle but its still there and makes a difference in the broad scope of things).  Different races tend to add price modifiers for buying within the race.
Taxes tend to be more favorable criminals tend to be meaner to members of different races etc.  This does not necessarily mean nice and doesn't hold for all individuals.
 
Dots People Notes
--  less than 1 million persons very small possibly dying race
O 1 million to 1 billion persons small race but not dying out
OO 1 to 10 billion persons larger race beginning to push the size of a single planet
OOO 10 to 25 billion persons beginning to stress the limits of most single solar systems.  Normally has a few colonies
OOOO 25 to 50 billion persons Needs to have some colonies
OOOOO 50 to 100 billion persons Needs to have some colonies 
5 + O 100 to 500 billion persons Needs to have many colonies
5 + OO 500 to 750 billion persons Needs to have many colonies
5 + OOO 750 billion to 1 trillion persons Needs a vast number of colonies
5 + OOOO 1 to 10 trillion persons Needs a vast number of colonies
5 + OOOOO more than 10 trillion persons Needs a vast web of old colonies

Colonies
These are the numbers of colonies the race has.
 
 
Dots Colonies Notes
-- None No colonies though possibly a few space stations
O 1 to 3 colonies tends to be limited to very close stars or colonies in the same solar system.  Required for Population 3 
OO  4 to 8 colonies Required for Population 4 and 5
OOO  9 to 15 colonies Begining to expand to occasional more distant stars.
OOOO  16 to 25 colonies Required to have population 6 and 7
OOOOO  26 to 50 colonies A fairly extensive colonies with colonies having history of their own.
5 + O  51 to 100 colonies Required for population 8 and 9
5 + OO  101 to 150 colonies Required for population 10
5 + OOO  151 to 200 colonies
5 + OOOO  201 to 300 colonies
5 + OOOOO  301 or more colonies Galactic empire

Tech Levels
    Alien Races (including Humans) have basic areas of technology and levels in that technology.  Each level is separate and purchased separate.  Each technology includes the tools necessary to use the technology as part of the technology.
    The Ten areas of technology are:

Architecture - The ability to build buildings with tools out of transported stone.  Also the structural formation of moving vehicles including space craft
 
Dots Examples
-- None 
O Shovels, picks and  basic houses (straw, stone houses) no manufactured materials 
OO Beginings 
OOO Can build water proof craft
OOOO
OOOOO Can build air tight craft that can handle vacuum
5 + O Can build craft that will that will handle space craft speeds.
5 + OO
5 + OOO
5 + OOOO
5 +  OOOOO

 Aspects of Alien races creation first draft
Base points 50
 

Technological levels

Base level in technological levels is 0

Organizations may also be bought within a race.  Or an entire race may be one organization +5 merit multiply the population purchased by 1000 (majority of population remaining on world)

Organization Creation Rules
Index
Introduction
Organization Points
The Rated Aspects
The Nonrated Aspects
Organization Merits and Flaws

Introduction

Organization Points
    This section is split into two subsections.  The first describes the system for creating an organization.  The second subsection includes the rules for playing
characters who are part of an organization.

Organization member merits and flaws.
    Some are repeated from the merits and flaws section.

Double Agent -3 + the cost of the membership in both organizations
    You are part of two organizations and no one knows it.  You use your information from both organizations to further your own ends.

Dual Status +2 + the cost of the membership in both organizations
    You are part of two organizations.  Both know about the other.  This limits your status within either organization.  (no status over high).  However, you are a gobetween for the
organizations and respected for this.

Organization Enemy -1 to -10 flaw (this flaw is also included with the general merits)
    The character has an enemy in a megapowerful organization.  They cannot devote all their effort to tracking your down but they will definately do you wrong if given the chance.  The
more powerful the organization the more the flaw is worth.  The flaw is worth 1 point per 15 organization points spent in creating the organization.
    The storyteller will create the organization from a description and a number of points given to them by the character.

Organization Member variable (this merit is also included with the general merits and flaws as well)
    The character is a member of a megapowerful organization.  The more powerful the organization is and the more powerful within the organization you are the more the merit is worth.  All
points are rounded to the nearest whole number.
    The storyteller will create the organization from a description and a number of points given to them by the character.

          To be a beginning member the merit costs 1freebie point per 20 organization points spent in creating the organization.
          To be a low ranking member in good standing costs 1freebie point per 15 organization points spent in creating the organization
          To be a mid ranking member in good standing costs 1freebie point per 12 organization points spent in creating the organization
          To be a high ranking member n good standing costs 1 point per 10 organization points spent in creating the organization
          To be an innner circle leader in good standing costs 1 freebie point per 8 organization points spent in creating the organization
          To be the leader of an organization costs 1 freebie point per 5 organization points spent in creating the organization

Organization Ties variable (this merit is also included with the general merits and flaws as well)
    The character has close working ties with a megapowerful organization.  The more powerful the organization the more the merit is worth.  For each 25 points spent in creating the
organization it costs 1 freebie point.
    The storyteller will create the organization from a description and a number of points given to them by the character.

Special Group Status variable merit
    You are part of a special group within your group.  The character pays for status within this group separately as if buying group status (see organization member from above).

Organization members special skills and requirements for those skills

Resources
    Requirements: The character's social group must have wealth and people that can be called upon.
    Rules: The amount of access one has to those resources varies widely depending on what is being done.
    The resources ability allows the character to access the equipment or supplies of a large organization that they are a part of or work for.  This is most appropriate in the modern age for
companies in which you are part.  In the ancient and medeval world this is probably most appropriate for a noble of some sort.  Its suggested that characters in these early periods simply
combine the aspects of Resources, Authority and Credibility to reach the desired effect.

The Rated Aspects

Connection
    The connection to the organization defines how closely knit the organization is.  Those with the loosest connection have a friendly association with others of their
group they may only share common interests and there are no organized rules to handle difficulties within the organization.  Any being who is part of an organization
adds +3 / dot to any contacts rolls involving the organization.

 Dots
                    Description
 --
                    Loosely tied organization with common interests sometimes.
 O
                    Loosely tied organization with common interests most of the time.
 OO
                    Organized organization with a few rules tying them together
 OOO
                    Organized with rules of order
 OOOO
                    Highly organized with orders of power
 OOOOO
                    Complex organization with very loyal members.
 5 + O
                    Fanaticism very common among the members
 5 + OO
                    Greatly organized with highly competent ruling bodies
 5 + OOO
                    All members fanatically loyal to the cause (with rare exception)
 5 + OOOO
                    All members fanatically loyal to the cause and any faithful servant to it.
 5 + OOOOO
                    All members fanatically loyal to one another and the cause

Influence
    Influence involves a strong connection and influence over specific areas of government and industry (state, national, international).  Each influence must be bought
seperately.  Influences should be either very powerful in a given area (about the size of a state ex: governmental task force on drugs) powerful on a national level
(FBI) or moderately powerful on an international level (ex: CIA, Television Megacorp).   All influences require storyteller ok and should follow the rules above.  If a
particular organization has more than one type of influence then each may be purchased separately.  The chart gives a description for a government agencies
influence.  There are other types of influence.

 Dots
                Description
                State
                                                    Description
                                                    National
                                                                                        Description
                                                                                        International
 --
                No real influence dependant on others for
                power
                                                    No real influence dependant on others for
                                                    power
                                                                                        No real influence dependant on others for
                                                                                        power
 O
                Others listen occasionally but can't depend on
                it most of the time. (+2 to roll)
                                                    Others listen occasionally but can't depend on
                                                    it sometimes (0 to roll)
                                                                                        Others listen occasionally but can't depend on it
                                                                                        (-2 to roll)
 OO
                Actual governmental powers though very
                minor (ex: diplomatic license in specific area).
                                                    Others listen occasionally but can't depend on
                                                    it most of the time. (+2 to roll)
                                                                                        Others listen occasionally but can't depend on it
                                                                                        sometimes (+0 to roll)
 OOO
                Governmental powers relatively minor (ex:
                issue gun permits)
                                                    Actual governmental powers though very
                                                    minor (ex: diplomatic license in specific area).
                                                                                        Others listen occasionally but can't depend on it
                                                                                        most of the time. (+2 to roll)
 OOOO
                Governmental power moderate (ex: detain
                someone not politically powerful)
                                                    Governmental powers relatively minor (ex:
                                                    issue gun permits)
                                                                                        Actual governmental powers though very minor
                                                                                        (ex: diplomatic license in specific area).
 OOOOO
                Governmental power powerful (ex: detain even
                the politically powerful but with close eye)
                                                    Governmental power moderate (ex: detain
                                                    someone not politically powerful)
                                                                                        Governmental powers relatively minor (ex: issue
                                                                                        gun permits)
 5 + O
                Governmental power very powerful (ex: form
                taskforces to do specific purposes)
                                                    Governmental power powerful (ex: detain even
                                                    the politically powerful but with close eye)
                                                                                        Governmental power moderate (ex: detain
                                                                                        someone not politically powerful)
 5 + OO
                Secret governmental power (ex: remove
                difficulties "through necessary means")
                                                    Governmental power very powerful (ex: form
                                                    taskforces to do specific purposes)
                                                                                        Governmental power powerful (ex: detain even
                                                                                        the politically powerful but with close eye)
 5 + OOO
                Secret governmental power (ex: remove
                extreme difficulties with extreme measures
                secretly)
                                                    Secret governmental power (ex: remove
                                                    difficulties "through necessary means")
                                                                                        Governmental power very powerful (ex: form
                                                                                        taskforces to do specific purposes)
 5 + OOOO
                Secret govermental power prevasive in many
                different areas
                                                    Secret governmental power (ex: remove
                                                    extreme difficulties with extreme measures
                                                    secretly)
                                                                                        Secret governmental power (ex: remove
                                                                                        difficulties "through necessary means")
 5 + OOOOO
                Power to control others lives in extreme ways
                when using power.
                                                    Secret govermental power prevasive in many
                                                    different areas
                                                                                        Secret governmental power (ex: remove
                                                                                        extreme difficulties with extreme measures
                                                                                        secretly)

Information
     This aspect of an organization defines the information sources they have access to.  All organizations have some information sources within their organization
purpose.  All areas require storyteller ok.

 Dots
                    Description
 --
                    Some information sources involving organization purpose
 O
                    Information within a broader band of information related to organization purpose
 OO
                    Two areas of information sources in generally related fields (drug trade, arms smuggling)
 OOO
                    Three areas of information sources in generally related fields
 OOOO
                    Three areas of information in an field related are not
 OOOOO
                    Five areas of information in a field related or not.
 5 + O
                    Information sources in five broad areas (American government secrets, undereworld secrets)
 5 + OO
                    Same as above but also they have a moderate chance of knowing information in other areas
 5 + OOO
                    Same as above but also they have a good chance of knowing information in other areas
 5 + OOOO
                    Same as above but also they have a very good chance of knowing information in other areas
 5 + OOOOO
                    If it can be known this organization has someone who can find it out.
 
 

Reputation
    Reputation defines the reaction to the organization.  The higher the reputation rating the more likely the average person is to get out of their way.  An organizations
reputation does not have to have anything to do with their real power (or lack there of).
    Example: an FBI agent who wishes to arrest someone uses their influence while an FBI agent who wants to impress a crowd into telling him something uses
Reputation.
    Alternatively instead of limiting the organization to geographic areas the organization may be known within a specific community instead for a lower number of
points.

 Dots
               Description
 --
               Unknown except to those with whom the organization has had dealings.
 O
               Known of in a small area
 OO
               Known strongly in a small area, perhaps heard of in a large area
 OOO
               Widely known as a power within a small area (state), known in a large area
 OOOO
               Widely known and respected in a small area, heard of in a large area, perhaps heard of internationally
 OOOOO
               Widely known and greatly respected in a small area, heard of in a large area, perhaps heard of internationally
 5 + O
               Widely known as a power within a large area (nation)
 5 + OO
               Widely known and respected as a power within a large area, heard of internationally
 5 + OOO
               Widely known and greatly respected within a large area, widely known internationally
 5 + OOOO
               Widely known and respected as a power internationally
 5 + OOOOO
               Widely and internationally known and respected as a power

Resources
    Each of these aspects of resources are bought as a separate aspects since many businesses may have great deals of assets and very low pofit margin or vice
versa.  Also organizations that aren't involved with pofit at all may simply have very high assets and low savings and no profit at all.

 Dots
                                                  Monthly Profit
                                                                           Assets
                                                                                                    Savings
 -
                                                  none
                                                                           $75,000
                                                                                                    $5,000
 O
                                                  $30,000
                                                                           $140,000
                                                                                                    $10,000
 OO
                                                  $75,000
                                                                           $300,000
                                                                                                    $25,000
 OOO
                                                  $150,000
                                                                           $800,000
                                                                                                    $50,000
 OOOO
                                                  $500,000
                                                                           $1,600,000
                                                                                                    $100,000
 OOOOO
                                                  $1,600,000
                                                                           $5,000,000
                                                                                                    $300,000
 5 + O
                                                  $3,200,000
                                                                           $8,000,000
                                                                                                    $1,000,000
 5 + OO
                                                  $6,400,000
                                                                           $12,000,000
                                                                                                    $4,000,000
 5 + OOO
                                                  $12,800,000
                                                                           $24,000,000
                                                                                                    $7,000,000
 5 + OOOO
                                                  $24,000,000
                                                                           $60,000,000
                                                                                                    $12,000,000
 5 + OOOOO
                                                  $48,000,000
                                                                           $100,000,000
                                                                                                    $24,000,000
 

Secrecy
    This is how well the true nature and purposes of the organization are kept.  This may be done by simply telling noone about the organization or by simply hiding
most of the truth of the organization.

 Dots
                    Description
 --
                    Not widely known but one could hit the books and find evidence of the group.
 O
                    Not known but one could hit the books and find evidence if they were in the right place
 OO
                    The truly lucky could find information on the group if they found the right clue
 OOO
                    The group finds difficulty working in complete secrecy but they are successful most of the time.
 OOOO
                    The group is known among some but not many.
 OOOOO
                    A very select few know the name and purpose of the organization.  Insufficiently powerful to dissappear everyone who discovers.
 5 + O
                    Can make people dissappear but may make waves towards the organization.
 5 + OO
                    Anyone who knows the organization name dissappears without a trace many suspect but none can prove the organization involvement
 5 + OOO
                    Anyone who knows the organization name dissappears without a trace and very few suspect the involvement of the organization.
 5 + OOOO
                    Anyone who knows the organization name dissappears without a trace and only the truly paranoid suspect the involvement of the
                    organization.
 5 + OOOOO
                    Anyone who knows the organization name dissappears without a trace and noone suspects your involvement.  Even paranoid theorists
                    have never heard of your group
 

Technology
    The technology rating indicates the organization's technological advantage over others.  For each dot in technology the organization has technology that is 5 years
ahead of the public at large. This may not be a literal five years difference depending on the particular timeperiod but is a good guess for the modern age.  Alter as
necessary for dark ages (where very little advancement took place) or for cyberpunk age (where almost constant advancement took place)

The Nonrated Aspects
    Certain aspects of organization creation don't involve any numbers at all.  There are three such aspects: Purpose, Methods, and Description

Purpose
    Each organization has a primary purpose.  The primary purpose ties the members together in efforts to accomplish this purpose.  An organization can have just
about any purpose (including making a profit or controlling the world)

Methods
    Each organization also has methods.  Do they accomplish their purpose by hiding behind the scenes and blackmailing government officials or do they kill their
enemies as a way to maintain their power.  The methods section will include a brief statement about how the organization works.

Description
    This is usually a paragraph or two describing the organization briefly.  It should be less than a page long though more indepth description can be included
separately.  The description section defines why the scores given above are so.

Organization Merits and Flaws

Codes

Group Intolerance -2 flaw
    The organization requires no dealings that a particular type of thing must not be dealt with in a reasonable manner and in fact must be destroyed if it is reasonably possible.  Examples
would be vampires, demonpossessed objects, angelic objects.

Lifesaver -2 or -4 flaw (c2nd)
    The organization requires that life not be taken by its members and in fact requires that members protect life in most cases
   -2 No member of the organization can knowingly take human life in all but the most extreme of circumstances, knowingly endanger life or participate in killing.  The group may participate
in the killing of particular types of creature branded as evil.
    -4 version of this flaw believes that all sentient life is sacred and will not willingly take part in the killing of any sentient creatures.  Black spiral dancers, wyrm creatures would count.

New Life -2 flaw
    The organization requires that all members begin a new life separate from the old.  This has many advantages as well as disadvantages.  The advantage involves the more complete
connection with the organization.  However, character's within the organization are limited in the special abilities and backgrounds they may have (since they must have gained them since
joining the organization)

Oathbound -3 flaw
    The members of the group are bound by their given word.  Any betrayal of a promise will bring down group sancture (even if it harms the group itself since the breaking of word is
considered to be the greater cost)

Truthbound -5 flaw
    The organization members are bound by truth.  They may not lie to any being (expecially when acting as an agent of the organization)

Capabilities

Competant +2/level merit
    Members of your organization have higher skills than normal.  Add +5 skill points to average and below average and add +10 skill points to each other level within the organizatiuon.
PC's who are part of the organization do not gain these extra points.

CrossCultured +2 to +7 merit
    The organization includes members from many different peoples and cultures.  At the +2 level two cultures are represented well in the group.  While at the +7 level almost any culture
may be represented.  This merit gives the organization contacts into areas that they would not normally be able to go easier.  To be worthy of paying the merit advantage it is assumed
that the members are not misfits among their people but actually can associate with their people.

Gifted +3/level merit
    A higher percentage of your organization are exceptional persons.  Add +3 stat points to average and below average Also add +5 stat points to each additional group.  PC's who are
part of this organization do not get these additional points.

Incompetant -2/level flaw
    Members of your organization have lower skills than normal.  This may be combined with specific training to lower the cost.  Follow the manpower rules as normal but subtract 5 skill
points from average and below and 10 skill points from each other group per level in this flaw.  PC's who are part of this organization do not have to subtract skill points they are just
assumed to be one of the gifted ones.

Organization Enemy variable flaw
    The organization has an enemy in another megapowerful organization.  The more powerful the organization the more the flaw is worth.  The organziation is worth 1 point per 15
organization points spent in creating the organization.   The enemy organization must at least as powerful as the organization buying the flaw.
    The storyteller will create the organization from a description.

Scholarly Ability +3 merit
    The organization has a wonderful library and many capable scholars among their number.  This makes research much easier for all members.

Social Misfits -3 flaw
    The nature of the organization only social misfits become part of it (or perhaps the training produces these changes).  They associate quite well with their own organization (and
possibly a few related groups) but they as a group do not associate well with most social groups.  All members of the group have difficulties 3 higher for social relations with all but their
selected groups.  This will be part of the social package and they get no freebie points for the flaw.

Trained +3/level or +2/level merit
    All members of the organization have a specific level of training.  For each level in this ability give all members specific skills that when spent equals 100 IP per level (no skill in the
training packet should go over 5).  These points are added to each member on top of the specific capabilities for manpower.  Any pcs who are in this organization get the level of training
for free.
    At the +2 level a specific smaller group has been trained (to either a greater degree or specifically) within the organization. Any pcs who are in this organization get the level of training
for free.

Trained abilities +3/freebie point or +2/freebie point merit
    All members of the organization are trained with specific merits.  Each freebie point that every member has costs 3 points. Any pcs who are in this organization get the level of training
for free.  The storyteller should carefully consider whether an organization involved could train or give specific merits on a case by case basis. (these points may also be used to purchase
just abaout anything that a character could normally purchase with freebie points so an organization could have indepth reflexes training or int tests for entrance into the organization.
    At the +2 level a specific smaller group has been trained (to either a greater degree or specifically) within the organization. Any pcs who are in this organization get the level of training
for free.

Trained disadvantages +3/freebie point or +2/freebie point merit
    All members of the organization are trained with specific flaws.  Flaws cost points since they will tend to be things useful to the organization  Each freebie point that every member has
costs 3 points. Any pcs who are in this organization recieve all the points for the flaws of this organization and it does not come out of their normal flaw limit.  The storyteller should
carefully consider whether an organization involved could train or give specific flaws on a case by case basis.
    At the +2 level a specific smaller group has been trained (to either a greater degree or specifically) within the organization. Any pcs who are in this organization recieve all the points for
the flaws of this organization and it does not come out of their normal flaw limit.

Ungifted -3/level flaw
    Members of your organization have lower attributes than normal for those at specific levels of ability.  Follow the manpower rules as normal but subtract 3 stat points from average and
below and 5 stat points from each other group per level in this flaw.  PC's who are part of the organization do not have to subtract their stat points they are just assumed to be one of the
gifted ones.

Social

Bonded Group +10 merit
    Your organization shares a close bond with another organization.  Through this bond you can use the resources of both groups to some extent.

Metaorganization -3
    The organization has very little power on its own.  Instead it is made up of subgroups with their own agenda.  The organization appears to function but only halfhazardly so.  The
Camarilla is an example of this type of organization.  This metaorganization must pay for the manpower of the total organization but does not have to pay for each of the suborganizations
other resources.  However, this metaorganzation can purchase these things on their own.  A metaorganization must also purchase influence (suborganizations) for the amount of real
power they have over the structural whole.

Morality difficulties -3 flaw
    The members of the organization have fairly obviously different moral codes than those that live around them.  This may not get particular members in trouble but it will cause others to
question the groups faulty morals.

Second Class Citizen-5 to -10 flaw (VDA)
    All the members of the organization are part of a second class citizen group.  The existence in that class is relatively obvious. This flaw greatly limits the powers that the individuals
within the group can have they are always seen as part of the second class group first and a member of the organization second.  An example of a group like this might be a group of
female assassins in Japan or the black tigers.
    The points given for this flaw depends on the time period, location, and class the character is. Examples -5 females in the 1950s America, -8 black in the 1950's America, -10 black in
medieval Europe.

Suborganization +5
    The organization is part of some even more powerful organization.  The members can depend on some protection from the larger organization but also has certain duties to it.  Vampiric
clans within the camarilla are examples of this type of organization.

Supernatural

Cursed -2 to -7 flaw (VPG)
    Your group has been cursed in some way.  Because of this all members who become part of the group and perhaps the group as a whole have a specific curse.  This curse is specific
and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples:

          If you pass on a secret that was told to you, your betrayal will harm you in some way. -2
          If you lie to another they will know of your lie and harm you with it  -3
          Tools often break or malfunction when you try to use them.  -4
          You can never remain in any area for wrong or enemies will find you  -5
           Spirits of your dead constantly haunt you and work against your ends -6
          Every member of your group is horribly deformed in some accident  -7

Fairy Affinity +4
    The group chooses members who have a strong connection to fairies.  For this reason the majority of members have fairy affinity.  The group can often depend upon fairy help to
accomplish goals and members may temporarily gain fairy help (even if they do not have fairy affinity).  If a character wants fairy affinity he may purchase it for one point cheaper.

Geas -1 to -5 flaw (c2nd)
    The group is under some sort of command or ban.  Becoming part of the group assigns you the geas.  With a ban the group members cannot do something while those under a geas
must do something.  The quest must be long-term and not easily accomplished.
    The more the geas or ban affects the life and goals of the group or individuals involved in the group the more valuable the flaw is.  An example of a  -5 geas You must offer aid to any
who are in need that you encounter.  An example of a -5 ban You cannot sleep in the same place more than one night.

Gift +4 to +15 merit
    The group has a stockpile of items of power.  The members may requisition the use of them or they may simply oversee the entire organization. The group has approximately 1 item  for
every 10 people in the group (see manpower)  The gift merit may be purchased more than once at different level to define an especially magically active group.  The particular magical
items are very seldom identical. The storyteller is responsible for creating the items of power.
       Points
                   Example item
       +4
                   a knife that can strike intangible creatures.
       +6
                   a pair of glasses that when worn make the character able to see invisible creatures on a perception roll.
       +8
                   a ring that allows the character to affect intangible creatures with any abilities they possess.
       +10
                   a crystal that allows the character to leave his body and travel short distances as a spirit.
       +12
                   a lamp that can call a weak genie who will obey your commands (6 points mage spheres).
       +15
                   a talisman that allows the bearer to enter the umbra even if they cannot normally do so from any location ignoring the gauntlet (even precurse Cainites)
       +20
                   a lamp that calls a powerful genie who will obey your commands (15 points mage spheres)

Occult Library +5 merit (VPG)
    The organization has a vast library of information related to the occult.  This library is an invaluable source for research of all types.  The extent of the occult library is dependent on
resources (assets) of the organization

Psychic +5/level merit
     10% of the members of the organization are accomplished psychics per level of this merit purchased.  One in ten of these psychics are highly powerful psychics.

Sanctity +4 merit (SPG)
    The organization is highly trusted for some reason others simply trust it. This allows influence where they actually have no power.

Special Rapport +10 merit
    All those in the organization have a mystical connection to one another.  They know where any of their fellow members they also know whenever any of the fellow members are in
trouble and when any of their fellow members need them (though they are not always willing or able to come).

Supernatural +4 or +8 merit
    The organization is made up strictly supernaturals.  If the supernaturals are very similar (all are werecreatures, all are cainite vampires) this is a +4 merit.  If the supernaturals are highly
varied this is a + 8 merit.  This organization must purchase two types of manpower: normal manpower ( for servants of various sorts) and supernatural manpower (for the members).
Supernatural manpower is 1/5th the lowest number under manpower at the level bought (example no dots in supernatural manpower would give the organization 5 supernatural members
while one dot would give the group 10 supernatural members).

Supernatural Companion Group +5 merit
    The organization has close ties to a specific type of supernatural creature.  This may be purchased more than once.  This relationship is two ways the companion group may
occasionally need help and information as well. The companion group have their own goals and needs and is not always around. However, the companion group is of approximately equal
power to the group.  Both groups must buy this merit.  If the power levels or different the groups influence on each other is different.

 Thaumaturgy Affinity +10 merit
    The organization teaches thaumaturgy to such an extent that all members may purchase the discipline at the cost for a thaumaturgically active group.  (see IP costs).  The individual
members do not have to pay for the thaumaturgy affinity merit.

True Magic +15 merit
    Your organization possesses and teaches true magic.  This merit may be purchased at any time period but the true magic does not work as well in some timeperiods.  The individuals
must still spend the points to purchase the magic.