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 | ||
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.
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.
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 |
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) |
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. |
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 |
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 |
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.
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:
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) |
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 |
![]() |