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.

Creating an organization
    Most organizations will be created by the storyteller and these rules are simply guidelines (though hopefully useful ones).  There are 13 rated aspects: age, connection, influence (local), influence (national) influence (international), information, peoplepower, reputation, resources (monthly profit), resources (assets) resources (savings), secrecy and technology.  Each of these aspects relates to how effective the organization is (the rated aspects are defined below).  The rated aspects appear much as backgrounds in appearance having dots of power.  After each of these are bought this level must then be defined (usually a short paragraph will do).  Rated aspects cost:
 
Cost Level buying Cost Level buying
1/dot 1, 2, and 3 5/dot 9
2/dot 4, 5 and 6 6/dot 10
4/dot 7 and 8
    After each of these aspects are defined you must go on to the nonrated aspects.  You don't have to pay any points at all for nonrated aspects.  There are three nonrated aspects: purpose, methods and description. (the nonrated aspects are also defined below)
    Then the only thing left to handle are organization merits and flaws.  Organization merits and flaws affect the organizations ability to function effectively. (the organization merits and flaws are defined below).  The cost of merits and flaws is listed with each group of merits and flaws.
    The last thing is a storyteller's modifier.  Is the organization just simply more powerful than it appears on paper.  If so the GM may add a points modifier between -20 and +20

Organizations fall into the following broad categories:
 
Points Description
5 to 20 Weak
21 to 50 Moderate
51 to 100 Strong
101 to 250 Very Powerful
251 and up Incredibly Powerful

Being in an organization

    There are three primary methods that I can see this system being used by player characters.  First, a storyteller could design a game set around a particular organization.  The second method would involve a game where all members were part of some superpowerful organization but not necessarily the same one.  The last is a pc who wishes to be part of an organization in a game not normally designed for organization members.
    The first first is the easiest to handle for the pcs.  The storyteller creates the organization the players create characters who fit within it.  The storyteller creates a social background to define the character's importance to the organization.  (examples of this already seen in the storyteller games are: camarilla status, clan status, and renown).
    The second of these would be a very political game.  The Vampires the Masquerade is an example of this type of game.  Vampires have status within their separate clans they have a similar purpose but they all have their own means and ends to this.  There are two different methods for handling this:  The storyteller could simply provide five or ten extra freebie points to buy organizations.  The players who wanted to be particularly powerful could simply spend most the extra points while those that wanted to be politically organized would spend most of those points (and possibly a few more buying their status).  The second method of handling a game involves the creation of a set of well balanced organizations that work together add status within each group as a background.
    The last method is hardest on a pc.  No extra points are provided at all the player explains the organization the storyteller creates it and the player pays for the merit cost.

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.

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

Authority
    Requirements:  organization must have governmental powers (influence: state 4, national 5, international 6),  members rank must be high enouigh for skill level.
    Rules:  The character's skill is limited by the character's power in the organization (see organization member merit for numbers) and the organization's influence (one skill level per dot in the highest influence rating)
    This is the law enforcements ability to question suspects, arrest wrongdoers, and defend innocents.  This ability can add to any intimidation or interrogation roll.  The official must have the proper things done to back up his plays.  For the ancient time it is the support of his lord while the modern age requires a search warrant and various other pieces of paperwork to back up his moves. This ability is social group specific but may be bought more than once.  However, if it is bought more than once the character does not get to add the rating twice to intimidate rolls.  It is suggested that Authority count half for each country other than their own and does not count at all for secret organizations (Archon status, Werecreature)

Family
    Requirements:  Connection rating of 1.  The greater the connection the more effect this skill has.
    Rules:  The chararacter's family rating fluctuates wildly depending on actions towards social group.
    This is the ability to call upon a large social group of which you are a part.  The large social group is made up of people of all sorts.  In the modern age this might be most appropriate for a large friendship group, organization or tribe of some sort while in the cyberpunk age this is most appropriate for the large nomad clans wandering the jungle.  In the mediaval age this might be most appropriate for a tribe or religious order.

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

Age
    This is how old the organization is.  The older the organization is the more all inclusive tends to be its influence and the more those in power will know of them.  Also older organizations tend to have elaborate efforts made to produce and hold a history and litany of stories to assist them in their purpose.  Anytime an unfamiliar situation comes up an organization may roll a die to find a solution or information in the organization histories.  Also organizations that are oldest are often respected for the history they possess and they may trade information from their histories for other needed things.
 
Dots Age Description
-- under 100 years New budding organization
O between 100 and 250 years  Relatively new but aged organization
OO between 250 and 500 years Great histories moved all the way through many ages
OOO between 500 and 700 years Great histories moved through several ages
OOOO between 700 and 1,000 years Limited to relatively modern times but not overly so
OOOOO between 1,000 and 2,000 years A modern organization with this age would have seen the age of Christ (though depending on area may have known nothing of it)
5 + O between 2,000 and 3,000 years Ancient organizations whose purpose may span the history of mankind
5 + OO between 3,000 and 5,000 years Ancient organizations whose purpose may span the history of mankind
5 + OOO between 5,000 and 10,000 years Ancient organizations whose purpose may span the history of mankind
5 + OOOO between 10,000 and 15,000 years Ancient organizations whose purpose may span the history of mankind
5 + OOOOO between 15,000 and 20,000 years As old as history of modern man.  They saw the birth of Caine and the arrival of Atlantis though they were young then.

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.
Peoplepower
    Peoplepower is the number of men total in the organization.  The players and storyteller should keep in mind that just because those men are in the organization does not mean that all of them are always available (in fact most of the time they are not).
    Use the character points from basic system. to decide the usefulness of each member. 10% of this number are below average characters, 40% are average characters, 25% are minor supporting characters, 15% are minor heroes, 8% are major supporting characters, 2% are major heroes.
 
Dots People
-- 25 to 50 persons
O 51 to 200 persons
OO 201 to 500 persons
OOO 501 to 1000 persons
OOOO 1001 to 2500 persons
OOOOO 2501 to 8,000 persons
5 + O 8,001 to 20,000 persons
5 + OO 20,001 to 50,000persons
5 + OOO 50,001 to 100,000 persons
5 + OOOO 100,001 to 500,000 persons
5 + OOOOO over 500,001 persons
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:

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.
 
 
Beastial  Lillanite Vampire Camarilla Vampire Sabbat Vampire Anarch Vampire