Ultimately, the World of Darkness will not truly change until people have changed - ordinary people, with no hint of the paranormal about them; people just like the ones you see in the street every day; the people who close their eyes to any hint of the strangeness and wonder of the world, because too much of it is perilous to notice. Every Princess learns in time that she must understand and persuade ordinary people if she wants to push back the Darkness.

But no man is an island, and no one stands completely alone. Everyone acts not just by and for themselves, but in cooperation with others; the most magnificent things ever done are the work of thousands of hands. To accomplish her mission, a Noble cannot limit herself to one person at a time; she must deal with the organizations in which, through which, they live and act.


Organizations are composed of people; as an organization brings more people into the fold, its influence in the world and the scale of its activities grows. The people who work for or with an organization, carrying out its most important tasks, are represented as Assets. Each Asset represents a single character; they have a specific area of competence and a rating of 1 to 5 dots in that area. An Asset’s ability may be one of the standard Skills, but it doesn’t have to be; expertise within a narrow specialty or training that cuts across several Skills are legitimate for an Asset.

Assets can be hidden, which allows an organization to use them for actions without revealing its intentions to the public. For each hidden Asset an organization has, it must also have an instance of the Secret Condition tied to it; ending that Condition by any means discloses the Asset, removing its hidden quality.

The organization’s core skills, the abilities of those members essential to its routine activities, are represented by Interests. An Interest has the same description as an Asset: a specific area of competence and a rating of 1 to 5 dots in that area. However, Interests are more important than Assets, because they are the source of the organization’s income. It’s possible for an organization to promote some of its Assets into core members, which converts some of its Asset dots into Interest dots; or to spin off some of its operations into a subsidiary, which converts some of its Interest dots into Assets.

Most organizations have special qualities that aren’t Assets or Interests, but add to their capabilities nonetheless in other ways. These are represented as Benefits, and a sample of possible Benefits appears below.


Rank OP Max Scope (geographic area) Morale Commonalty
1 20 Small town, city neighborhood 3 Interested
2 45 Small city, large fraction of metropolis 5 Concerned
3 75 Major city, plus suburbs and outlying towns 7 Concerned
4 110 US state, province, small nation 9 Dedicated
5 150 All of the US or EU, large fraction of continent 11 Dedicated
6+ N/A Anywhere on Earth N/A

An organization’s Rank is a rough measure of its size, its power, and its scope; as with ephemeral beings, organizations of Rank above 5 enter play only as story-defining events and plot devices. The Rank of an organization is calculated from its Assets, Interests and Benefits, in the form of organization points (OP): each dot in an Asset equals 1 OP, each dot in an Interest equals 3 OP, and each Benefit equals 2 OP. The organization’s Rank is the smallest in the Rank table with an OP Max larger than the total OP for its traits. An organization which gains enough traits to raise its total OP beyond the maximum for its current Rank rises to the next higher Rank; contrariwise, if an organization loses enough traits that its total OP drops below the maximum for the next lower Rank drops to that Rank.

Rank determines whether an organization is complex enough that it needs specialists to manage its affairs, and therefore whether the Status Merit [CofD 54] applies within the organization. This change takes place at Rank 3: below that Rank, standing within the organization is represented instead as the Allies Merit, while at and above it the important members will have Status. Rank also determines the geographic area - the Scope - in which an organization can act at its full strength. Outside of its home grounds an organization’s members are unfamiliar with the local conditions, lack some of the resources they rely on, and may well be ill-at-ease. Find the smallest area in the table that includes the organization’s home and the place where it means to act. If the Rank for that area is larger than the organization’s Rank, all its actions at that place take a penalty equal to twice the difference in Ranks.

Example: A street gang in Oakland, CA is Rank 1; on its own turf it acts with no penalty, in other parts of Oakland it acts at -2, across the Bay Bridge in San Francisco it acts at -4, and if it needed to get something done in Los Angeles or Sacramento it would act at -6. The Oakland Police Department is Rank 2, so it has no penalty anywhere in Oakland, takes a -2 penalty in other cities of the Bay Area, and is at -4 elsewhere in California.

Finally, Rank controls the Commonalty penalty that applies when a Princess uses Charms on members of the organization. These Charms can be aimed at only members represented by the organization’s Interests, or more broadly to affect members represented by both Interests and Assets; the former uses the penalty given in the Rank table, while the latter worsens the penalty by one step. Commonalty penalties grow steeper as Rank rises because organizations lose focus as they expand; more diversity of Interests means members have less in common, and less of the mutual intimacy that Commonalty Charms exploit.


The Morale trait represents the organization’s mutual loyalty and sense of mission, and its ability to resist pressure from outsiders. It is derived from Rank, though Benefits can adjust it. Like Willpower, Morale is composed of both dots and points, and Morale points can be spent and regained just as characters spend and regain Willpower. Organizations have a Virtue and a Vice, and can regain Morale points by fulfilling its Vice or Virtue. Once per session, if its actions reflect its Vice, an organization regains one point of Morale; twice per story, if its actions reflect its Virtue and create serious difficulties or risks for it, an organization regains all its spent Morale. In addition to this, organizations also have three Aspirations, defined much like a character’s, to represent their current plans, and each time an organization achieves one of its Aspirations it regains a Morale point.

Organizations have no analogue to Health, Defense, Initiative, Size or Speed, as they lack even the tenuous materiality of ephemeral entities, but they can be damaged. Other organizations (or single characters!) can lure away their Assets, attack an Asset by means legal or criminal, or even attack each other’s Interests directly. If an organization loses its last remaining Asset or its last Interest dot, it ceases to exist.

Finally, organizations have breaking points; most organizations define these in the same way mundane characters do [CofD 29-30]. When an organization reaches a breaking point it rolls its Morale dots, with the appropriate modifiers, to determine the results.

Dramatic Failure: The organization is badly shaken, shedding members and assets. It loses one of its Assets or one Interest dot, and gains one of the Conditions Bankrupt, Factious or Mutinous. If the breaking point occurred because a Secret was exposed, the organization may gain Outlawed instead.
Failure: The organization’s members lose heart, and some leave it. The organization loses one of its Assets or one Interest dot, and gains one of the Conditions Indebted, Insubordinate or Discontented. If the breaking point occurred because a Secret was exposed, the organization may gain Indicted instead.
Success: The organization weathers the breaking point with only minor distress among its members. It gains one of the Conditions Indebted, Insubordinate or Discontented. If the breaking point occurred because a Secret was exposed, the organization may gain Indicted instead.
Exceptional Success: The organization comes through the breaking point invigorated, and confirmed in its overall goal. It regains a point of Morale.


Credit represents the organization’s disposable assets - cash flow, credit lines and favors not yet called on. The system assumes that under normal conditions, an organization has just enough income to pay its operating expenses (e.g. wages for employees, office rent, maintenance for tools, etc.) Organizations spend Credit to undertake actions other than earning their income.

  • Organizations have a pool of Credit equal to the total of their Interest dots (though this can be lowered by Conditions) and refill this pool as part of earning their regular income. An organization regains all spent points of Credit at the start of each week, up to the size of its pool.
  • Organizations can gain Credit more quickly by going into debt, pushing their members to extreme efforts, or neglecting important maintenance. An organization may roll any Interest + any Asset once a week, gaining 1 Credit for each success. (This can give it Credit exceeding its pool.) However, actions such as these put stress on an organization; each time an organization gains Credit by this means, it reaches a breaking point, rolling with a penalty equal to the Asset it used.
  • In an emergency, an organization can sell off property and discharge employees for a quick infusion of cash. By sacrificing an Asset, an organization gains Credit equal to the Asset’s rating. This can give it Credit exceeding its pool. Organizations can’t sacrifice part of an Asset for Credit; it’s all or nothing.
  • An organization may give Credit to another organization, either outright or as part of a deal. Deals should be represented by a Condition like Connected or Leveraged on one of the organizations.

Sidebar: Credit and ResourcesEdit

The Resources Merit represents a character’s disposable income, which is very similar to Credit, so we define an exchange rate between them: 1 point of Credit is considered equipment with an Availability of 3. Any character with Resources of 2 or more can therefore acquire Credit and take actions which call for spending it. Resources 5 grants a character a pool of Credit like an organization’s, which can hold 5 Credit at once and refreshes weekly.

However, the conversion doesn’t run the other way. An organization can’t spend Credit to obtain equipment or services directly; instead, it’s assumed to have a budget for such things equivalent to the Resources Merit at a level equal to its Rank, for any purpose except buying Credit. If an organization needs equipment with Availability too high for that budget, it can take an instance of the Indebted Condition to lower the Availability by one dot for that purchase.

In addition, organizations can usually acquire or build the equipment that they use in their normal activities. If a piece of equipment, or a service, falls within the scope of an organization’s Interest, and its Availability is less than or equal to its dots in that Interest, then its members can procure it just as a character with an appropriate Skill could. And when an organization sends an Asset into the field, it can use the rules for building equipment [CofD 100-102] to give the Asset custom equipment of any of the five types listed; its dice pool is the Asset’s rating + a relevant Interest. However, the organization may not provide more than one piece of equipment for each Interest it has to each Asset it sends.


An organization can become involved in play at character level, through its normal staff for routine matters, or through Assets for tasks of importance. Within its home ground, an organization has an equivalent to the Staff Merit [CofD 54]: when one of its Interests is relevant to an action, a member of the organization may appear and carry it out at any reasonable time, gaining a single success. An organization may spend Credit to send its staff outside its home ground; for each step upward in Scope needed to include both the organization’s home and the place it wants to act in, it must spend 1 Credit. Once sent to a location, staff members remain for one day, then return home, unless the organization spends the necessary Credit to send them again.

Staff work is enough for routine jobs, or when no opposition appears. For delicate matters, though, an organization has to commit Assets. In any location where the organization has staff (its home ground and anywhere it’s spent Credit for that purpose) it may also spend 1 Morale to send one of its Assets, and it can do so repeatedly until it runs out of Assets or Morale. Each Asset, once they arrive, acts as a separate NPC. If the Storyteller hasn’t worked up an Asset’s traits as a character, he should use the Asset’s rating + an Interest of the organization for their dice pools. However, if an Asset acquires a debilitating Condition or takes lethal damage during play, the organization immediately takes the Insubordinate Condition tied to that Asset; if the Asset dies the organization loses them.

The activities of an organization are seldom obvious to the general public. Only the people directly concerned and others with a reason to be interested will, as a rule, notice when an organization takes action. When an organization uses an Interest to act, the target of the action notices it automatically; any other organization with dots in a similar Interest may roll that Interest + the rating of the Asset used in the action - the appropriate Scope penalty, noticing the action if they succeed. Unless the organization takes the Secret Condition, anyone noticing the action also learns its identity and the Asset it used. (When an organization sends two or more Assets to a location, use the highest rated Asset in this roll. Either the action itself, or all Assets sent, must be hidden by Secrets to conceal the organization’s hand in it.) Characters can learn of an organization’s actions by witnessing them, with a Merit - Allies, Contacts, Mentor or Status in a relevant field are obvious, and a Storyteller may allow others - or by straight research using appropriate Skills, such as Politics, Streetwise or Socialize.


Within its home ground (and only there) an organization can use its resources to stop an interloper from interfering. It spends 1 Credit to create a block, which may be against another organization’s Interest or Asset, or a character’s Allies, Contacts, Mentor, Resources or Retainer Merit; it must use an Interest relevant to the Interest, Asset or Merit it wants to block, with a higher rating in dots. Once it does so, the target organization or character cannot use that trait within the organization’s home ground for the rest of the session. An organization can block with each of its Interests at most once per session. Taking the Secret Condition for a block hides the blocking organization’s identity. The breaking point penalty equals the rating of the Interest used to block.

Symmetrically, a character with a relevant Allies or Status Merit may use the blocking power of those Merits against an organization’s Interest or Asset.

Social ManeuversEdit

Organizations can be the targets of social maneuvers. The number of Doors for a maneuver aimed at an organization, before any modifiers are applied, equals its Morale. To gain soft leverage on an organization, one must offer it Credit. The amount of Credit needed depends on the organization’s size - one must offer Credit equal to its Rank to tempt an organization. The offered Credit may represent cash, equipment, services or highly favorable terms on a contract - for game purposes it doesn’t matter which. (A character who wants soft leverage on an organization can acquire Credit with his Social Merits, most often Resources; see the Credit and Resources sidebar.)

An organization must spend 1 Credit to begin a social maneuver. Taking the Secret Condition for a social maneuver hides the maneuvering organization’s identity and that of the Assets it uses. The breaking point penalty begins at -1, and worsens by -1 for each failed roll during the clandestine maneuver.

Attacking an OrganizationEdit

The operations of an organization can be disrupted, hoping to deprive it of income, lure away important staff, or depress its morale. This is an extended action, with the purpose of pushing the organization to a breaking point. The threshold for the action is the target’s Morale, plus the level of the penalty on the target’s breaking point roll if the attack succeeds; the time per roll is one day. Characters can use many methods to put stress on an organization; for example, an attack might take the form of violent assaults on an organization’s membership (rolling Strength + Weaponry or Brawl), a lawsuit claiming large damages (Intelligence + Academics) or a boycotting campaign (Presence + Persuasion).

An organization must spend 1 Credit to initiate an attack on another organization. Taking the Secret Condition for an attack hides the attacking organization’s identity and that of the Asset it uses. The breaking point penalty begins at -1, and worsens by -1 for each failed roll during the clandestine attack.

Dramatic Failure: An organization strains its own resources, leaving its target unaffected. It reaches a breaking point with a penalty equal to the one it tried to inflict. Characters suffer the usual results.
Failure: The attack runs into an obstacle that requires special effort to overcome. To continue attacking, an organization must spend 1 Credit and 1 Morale point, or accept a -2 penalty to its dice pool. Characters must take a Condition to continue.
Success: When the attacker reaches the threshold, its target reaches a breaking point.
Exceptional Success: The attacker may choose any of the usual results (for an organization, the rating of the Asset used functions as the Skill) or it can press the target so badly that they resort to desperate measures; in that case, the target acquires the Secret Condition. The breaking point penalty for this Secret equals the Asset’s rating. Anyone investigating the attack may discover the target’s Secret.

Investigating SecretsEdit

Uncovering another organization’s secrets naturally uses the rules for investigations [CofD 77-81]. Identifying the organization responsible for an action hidden by a Secret Condition normally requires Clues equal to the penalty for the breaking point the organization will reach if the secret is exposed; if more than one Secret Condition is related to an action, use the largest penalty. Investigators must have noticed an action, or learned of it afterward, to begin investigating it.

An organization must spend 1 Credit to open an investigation. An investigation is normally done discreetly - neither the target nor anyone else notices it, unless the investigator makes a mistake - so an organization doesn’t take the Secret Condition to hide it.

Acquiring AssetsEdit

The organization makes an offer to a character to become one of its Assets. This is a social maneuver on the prospective Asset, and the organization must know of the character to perform the maneuver. If the Asset has been developed as a character, use his traits to resolve the maneuver. Otherwise, the base number of Doors for the maneuver is the Asset’s rating, and the Storyteller chooses a Virtue, Vice and Aspirations for the Asset.

If the target is already an Asset of another organization, and the acquirer is acting openly, the patron organization may make counter-offers at the start of the maneuver to worsen the impression level. This can involve a rolled action, tempting the Asset’s Vice, or soft leverage. If the patron manages to lower the impression to hostile and keep it there, the maneuver fails before it starts.

Taking the Secret Condition to acquire an Asset hides the Asset from anyone researching the organization. The breaking point penalty begins at -1, and worsens by -1 for each failed roll during the clandestine maneuver.

Mergers and SplitsEdit

Organizations can merge with each other, pooling their resources and expertise to expand; or an organization can separate a major part of its operations into a daughter organization. Convincing another organization to a merger requires a social maneuver. When the target agrees to merge, the initiating organization gains all its Assets automatically. However, to gain the target’s Interests and Benefits, the organization must make painful adjustments. It reaches a breaking point for each Interest gained, with a penalty equal to the dots in that Interest; and another breaking point for each Benefit, with a penalty equal to the targets former Morale. These breaking points can be avoided, but the organization loses the traits it doesn’t roll for.

Splitting an organization is much less difficult - the organization just gives some of its Interest dots, Assets and Benefits away, making a new organization out of them. The new organization becomes ready to act one week after it is formed, though its parent loses the traits used to form it immediately. Neither merging nor splitting can be done in secret, so the Secret Condition does not apply.


The organization looks for new recruits, or improves the skills of its current members. The action takes four weeks to complete, and costs the organization 1 Credit. When the action is complete the organization gains a new 1-dot Asset, relevant to one of its existing Interests, or adds 1 dot to the rating of an existing Asset. The action’s target is the organization itself, and the relevant Interest is the one best related to the affected Asset. Taking the Secret Condition while recruiting or training hides the affected Asset, if it was not hidden already.

An organization may not initiate a second recruiting action while it has one in progress, nor may it begin reorganizing or restructuring while it is recruiting.


The organization merges one of its Assets into its supporting staff, promotes staff members to a subsidiary Asset, or transfers people from one Asset to another. The action takes a week to complete, and no roll is required. Each reorganization exchanges 3 dots of Assets for 1 Interest dot, in either direction, or moves 1 dot of one Asset to another Asset, and costs the organization 1 Credit. Multiple Assets may be affected by one reorganization. The target of the action is the organization itself, and the relevant Interest is the one which gains or loses the dot. Transferring a dot between Assets isn’t relevant to any Interest, and thus is concealed from other organizations. The Assets and Interest affected must be plausibly related - for example, a medical clinic Asset can be reorganized into an Interest in medicine, but not one in computers. Taking the Secret Condition while reorganizing hides the affected Assets.

An organization may not initiate a second reorganizing action while it has one in progress, nor may it begin recruiting or restructuring while it is reorganizing.


The organization radically alters the way it operates, so that it can gain or lose a Benefit. This is an extended action, with a time per roll of one week and a threshold of the organization’s Morale. Each roll costs the organization 1 Credit. Restructuring cannot be done clandestinely; the Secret Condition does not apply.

Dramatic Failure: The restructuring fails and leaves the organization in disarray. It reaches a breaking point with a penalty equal to twice its Rank.
Failure: The restructuring runs into an obstacle that requires special effort to overcome. To continue, the organization must spend 1 Credit and 1 Morale point, or accept a -2 penalty to its dice pool.
Success: When the organization reaches the threshold, it may either acquire a Benefit or sacrifice one. Each use of Restructure exchanges one Benefit for two dots of Assets; multiple Assets may be affected by one use. The organization also reaches a breaking point when it reaches the threshold, with a penalty equal to its Rank.
Exceptional Success: The organization may choose any of the usual results (the rating of the Asset used functions as the Skill) or it can ignore the breaking point it would otherwise take when the action succeeds.

An organization may not initiate a second restructuring action while it has one in progress, nor may it begin recruiting or reorganizing while it is restructuring.


Benefits represent any unusual traits the organization has, allowing it to carry out actions outside the scope of other organizations of their Rank.


The organization is widely respected, and sets an example for many people who have no connection with its activities. It has a +2 bonus on all rolls during a social maneuver. However, its excellent reputation makes any immoral actions taken on its behalf more shocking if they become public; when the organization resolves a Secret Condition, it takes an additional -2 penalty on the resulting breaking point roll.

Branch OfficeEdit


The organization exists in two (or more) widely separated locations; each purchase of this Benefit gives one additional home base. When assessing a Scope penalty, measure from the nearest branch office to the target’s location. If a raise in the organization’s Rank puts two branches into one region, the organization may open a new branch elsewhere or replace this Benefit.


The organization follows strictly defined procedures in nearly everything it does; this makes it easy for its employees to substitute for each other, but leaves it inflexible in unusual situations. It can carry up to its Rank instances of Insubordinate that are not tied to an Asset; these instances penalize no actions, and the organization may resolve them by deliberately failing any action.


The organization is built as a secret society - members are grouped into cells and generally can’t even identify anyone outside their own cell; communications are anonymous if possible, and make much use of encryption. All of its activities are difficult to trace; investigations of its actions or Assets add its Rank to the number of Clues needed. However, its operations are slow and cumbersome. Any extended action the organization attempts doubles the time between rolls.


The organization commits felonies as a matter of course; either its main purpose is against the law, or it has no qualms about breaking the law to achieve them. When it resolves a Secret Condition, it gets a +2 bonus on the resulting breaking point roll. Agents developed as characters often have dots in Larceny or Streetwise.



The organization possesses supernatural relics or techniques, which it makes available to its agents. These are normally represented as one or more supernatural Merits (e.g. the Endowment Merits of the conspiracies from Hunter: the Vigil); agents of the organization normally have some of those Merits, and qualified members may learn them. An Endowment may also confer minor supernatural abilities on qualified members, which is balanced by a drawback (e.g. the privilege of a changeling Entitlement.) An organization with multiple Endowments teaches more powerful Merits, or a greater variety; a typical agent should have 3 dots of supernatural Merits for each Endowment the organization has.


The organization’s members throw their hearts into its business. Treat its Rank as 1 step higher (maximum 5) when calculating its Morale.



The organization has secured itself against theft or violence. It has an HQ within its home ground where its Assets can hold off attack, and where it can keep sensitive information; this HQ acts as a Safe Place [CofD 54] for all its members and Assets, rated equal to the number of times the organization takes the Benefit. When an organization has Branch Offices, each office is secured to the same level as its HQ, and grants the same benefits to its Assets.


The organization can make you an offer you can’t refuse ... or at least, will be sorely tempted by. During a social maneuver, if the target accepts soft leverage from it, the organization opens one Door without rolling in addition to raising the impression. Agents developed as characters should have dots in Empathy or Persuasion.


The organization has ways to get its members where they’re most needed at a moment’s notice. Treat its Scope as one step higher for the purpose of sending staff or Assets to a location.


The organization has a leading role in prominent conspiracy theories, and most people dismiss rumors of its activities (and possibly, at low Rank, its existence) as paranoid ravings, not to be taken seriously. Anyone noticing one of its actions learns the Asset’s identity as usual, but does not learn the organization’s identity; only deliberate investigation will reveal the Asset’s connection to their sponsor. Secret Conditions are unaffected by the Benefit.

Mystery CultEdit

The organization holds an esoteric doctrine and teaches its members secrets unknown to the common man. It offers the Mystery Cult Initiation Merit to the membership. If the organization rises to Rank 3, members may take Status in it to represent authority over its mundane operations, Mystery Cult Initiation to learn its occult doctrine, or both; either Merit may be a prerequisite for the other, or the two may be independent, at the organization’s discretion.


The organization conceals its operations from the public eye. Other organizations treat their Scope as 1 step lower (minimum 1) when trying to notice its actions. Agents developed as characters normally have dots in Stealth or Subterfuge.

Otherworld Gate (world)Edit


The organization controls a gate to one of the otherworlds in the World of Darkness - the Shadow, the Hedge, the Underworld, etc. - and knows how to open it reliably. It may take actions in the world on the far side of its gate at a penalty of -2 to its dice pools, stacking with scope penalties. An organization may remove this penalty by opening a Branch Office in the otherworld. Each purchase represents a separate gate.


The organization trains its members to be prepared for every contingency. During any non-combat scene involving its Assets, the organization can use the Build Equipment action [CofD 101] once for each Asset to deliver equipment suitable for the Asset’s current task. The time needed for the equipment to arrive is at the Storyteller’s discretion, but it must be available to the Asset before the scene ends. The equipment can belong to any of the five listed types.

Regulator (Interest)Edit

Requires 1+ dots in the Interest, stackable

The organization is an acknowledged authority over an Interest, and can shut down other organizations’ activities within it. It may block with the Interest over a wide territory; treat its Scope as one step higher for this purpose. An organization may take this Benefit once for each Interest.


The organization is a major focus of its members’ spiritual and moral lives, and their faith in it will stand a great deal of strain. It can carry up to its Morale + Rank instances of Discontented before it has to take Mutinous instead.

Too Big to FailEdit

The organization is generally thought to be essential to the integrity of society; should it dissolve, the result would be (in the opinion of most) a collapse of civil order. Therefore, it is allowed to run up larger debts than most organizations manage. It can carry up to its Rank instances of Indebted when its pool of Credit is reduced to 0, before it has to take Bankrupt.


The organization protects its secrets carefully; often it can take reprisals against those who look into its affairs. Any Clue discovered during an investigation of one of its secrets takes the Incomplete tag [CofD 80] unless the investigator gets an exceptional success.

Well-Informed (Interest)Edit

Requires 1+ dots in the Interest, stackable

The organization collects and sifts data within its field of interest from a network of informants. It notices actions taken within the Interest as if its Scope were 1 step higher. Agents developed as characters will have dots in at least one Mental Skill related to the Interest. An organization may take this Benefit once for each Interest.


Organizations regain a point of Morale whenever they take a Beat from a Condition, or resolve one.

Bankrupt (persistent)Edit

The organization is so far in debt that it has great difficulty raising funds. Every roll to gain Credit takes a -2 penalty. Resolution: The organization sacrifices an Interest dot, or gets an exceptional success on a breaking point roll. Beat: The organization fails on a roll to regain Credit.


The organization’s members entertain real doubts of its current direction, and may be easily persuaded to a change in policy. When the organization is the target of social maneuvering, it may opt to open one Door for the maneuvering party without a roll, or raise its impression of that party by one step. An organization can stack instances of Discontented up to its Morale; if it reaches the limit, a new instance of the Condition converts to Mutinous. Resolution: The organization opens a Door or raises an impression, as stated above.

Factious (persistent)Edit

The organization’s Assets are prepared to abandon it, and only untrained people are available to replace them. It cannot make counter-offers when another organization tries to acquire one of its Assets, and the threshold for a direct attack is reduced by its Rank. Resolution: The organization loses Assets with dots totaling its Rank or more to another organization, or gets an exceptional success on a breaking point roll. Beat: The organization is attacked by another organization.


The organization’s expenses exceed its income. Decrease its pool of Credit by 1. An organization can stack enough instances of Indebted to reduce its pool to 0; if it reaches the limit, a new instance of the Condition converts to Bankrupt. Resolution: The organization spends 2 Credit to discharge its debt.


The organization’s secret activities have come to light, and inspired a general suspicion. When it attacks another organization, tries a social maneuver or sends Assets to a location, and does not accept a Secret or use a hidden Asset, it takes a -2 penalty on all its dice pools. The Condition ends without resolving if the organization gains Outlawed. Resolution: The organization makes restitution for the wrongs it did, or otherwise clears itself of suspicion.


One of the organization’s Assets is unwilling (or unable) to carry out the tasks the organization needs from him. Any dice pool using that Asset takes a -2 penalty, and he cannot go into the field. The organization may choose to fail in an action using the Asset to resolve the Condition. If all Assets are currently Insubordinate, a new instance of the Condition converts to Factious. Resolution: The organization deliberately fails in an action using the Asset, as explained above.

Mutinous (persistent)Edit

The organization’s members have lost faith in their leaders, and listen to nearly anyone who sounds halfway plausible. When the organization or one of its Assets is the target of social maneuvering, remove Doors equal to its Rank. Also, the Commonalty penalty for the organization worsens by one step. Resolution: The organization fails a breaking point roll. Beat: The organization is maneuvered into an action opposed to its Virtue or Aspirations due to this Condition.

Obsolete (persistent)Edit

Some of the organization's resources no longer yield income. (There are many ways this can happen - the last ores are removed from a mine; a new regulation makes a factory unprofitable to run; industrial wastes poison a tract of land; a new invention makes the organization's products obsolete.) One of the organization's Interests does not generate Credit; lower its pool of Credit by its dots in that Interest. Resolution: The organization must retool and adapt, abandoning its old methods. Resolve the Condition when the organization no longer has any dots in the affected Interest, by reorganizing or sacrifice. Beat: The organization gains Credit by using the affected Interest.

Outlawed (persistent)Edit

The organization exists outside the protection of the laws, and is being pursued by enemies. It cannot operate openly without putting its agents into great danger. When it attacks another organization, tries a social maneuver or sends Assets to a location, it must accept a Secret Condition or use a hidden Asset. Resolution: The organization sacrifices an Interest dot or hidden Assets with total dots equal to or exceeding its Rank. Beat: The organization takes a Secret Condition with a penalty of -3 or more.


The organization has done something it wants to conceal - from the public, its rivals or its own members. If the secret gets out the organization will face penalties ranging from boycotts and street protests through disaffected employees to legal proceedings. The Condition doesn’t cover trade secrets, or confidential data (organizations are expected, and sometimes obliged, to keep those from the public), just unsavory or illegal actions. This Condition may be taken multiple times, each instance representing a different secret; each Condition is tied to a previous action or a hidden Asset.

A Secret tied to an action conceals the organization’s identity and the identity of the Asset it used from anyone who learns of the action. A Secret tied to an Asset likewise conceals the organization’s identity and that of the Asset, but from those who learn of any actions taken with the Asset. Anyone who wants to penetrate this concealment must investigate an action the Condition protects.

Once another party learns the Condition’s secret, he may expose it at any time, or the organization may do so itself. When the secret becomes public (no matter how) the Condition resolves, and the organization reaches a breaking point. If the Condition is tied to an Asset, the penalty for the breaking point equals the Asset’s dots. For Conditions tied to actions, the penalty depends on the action’s results.

If the organization loses the last dot in an Asset tied to a Secret Condition, that Condition ends without resolving.

Resolution: The organization’s secret is exposed.