Table of Contents

An organization has the following:

Each is explained below.

Power Play Points (PPP)

An abstract expression of power for the organization, these have various uses. Your organization starts with 10 of these, which can be spent on purchasing specializations for assets, or held for later use. They are abbreviated hereafter as PPP.

Scale

Organization ScaleScale ValueAsset PointsDescription
Multi-world1040 A civilization spanning multiple worlds.
Worldwide9 36A civilization spanning an entire world, or an organization that spans more than one world.
Regional8 32 A civilization spanning an entire landmass of a world, or a colossal organization found across an entire world.
Colossal7 28A large region or empire of millions, or an enormous organization with locations worldwide.
Enormous6 24A small region or kingdom of hundreds of thousands to millions, a huge organization.
Huge5 20A large province, small country or massive city-state of several tens of thousands to possibly over one hundred thousand.
Large4 16A small province, or a small city of possibly over ten thousand.
Medium3 12 A religion, guild, or town of a few thousand people.
Small2 8A large settlement or small guild or organization of a few hundred people.
Tiny1 4A company, village, or organization of around 50- 100 people.

For purposes of play, each organization will start out at Small (2).

Aspects

The organization gets one Aspect per scale level.

Assets

Each organization has certain assets that fall into the below types. For those that indicate “(Area)” these are purchased for a specific areas, and may be purchased for multiple areas, each with their own level of the asset.

Asset Types

Control (Area)

This asset represents how much overt control the organization has over an area, usually in the form of institutionalized rule. Default: +0 in location of organization headquarters; -3 elsewhere.

Control Specializations

Strongholds

You can place a stronghold anywhere within your scope, gaining a +1 Control bonus in that area. This specialization may be taken multiple times.

Traditions

The organization has strong traditions, receiving a +2 Control bonus as long as it does things “the traditional way”.

Sway (Area)

This asset represents non-institutional power over an area, such as respect, fear or other appropriate motivations. Like Control, Sway is obvious. Default: +0 in location of organization headquarters; -3 elsewhere.

Why take Sway instead of Control?

The biggest difference between Sway and Control is responsibility. Control is appropriate for ruling bodies tied to the region they control, whereas Sway provides some amount of power, but isn’t responsible for the affected region.

Sway Specializations

Communications Network

The organization has networks of criers, bards, travelling players, evangelists, etc, and gains a +1 Sway bonus.

Fearsome Reputation

The organization gets a +2 Sway bonus as long as it acts according to its fearsome reputation. This can’t be used if the organization is trying to project a positive image.

Influence (Area)

This asset represents how much secret sway the organization has in the region. It works like Sway, but without any obvious link back to the organization. Default: +0 in location of organization headquarters; -3 elsewhere.

Influence Specializations

Conspiracy

You have a secret cell representing your chosen agenda somewhere in the region under influence. For a PPP, you may declare a Highlight or Emergency Scene of your design.

Dependency

The region under influence is dependent on your organization in some way, giving you a +1 Influence bonus.

Power Behind The Throne

You have agents in the highest levels of the region’s organization. Once per session, you may automatically succeed in an Influence manoeuvre.

Information (Area)

This asset represents knowledge of current events in the region, most appropriate for organizations with decent intelligence and espionage arms. Default: +0.

Information Specializations

Network of Spies

You gain a +1 Information bonus for any information that might be of interest to spies.

Libraries

Chroniclers and annalists keep records of everything that happens in the region. You get a +2 Information bonus relating to any “historical” or “unusual” events more than a year old.

Arms (Type)

Many organizations have armed forces, whether a few guards or vast fleets and armies. The asset level roughly represents size and quality; organizations with more than one military arm (such as land- or sea-based) select this skill more than once to indicate the relative strength of each. Default: -3.

Arms Specializations

Conscripts

You bolster your armed forces with conscripts, giving your organization an additional Physical stress point. This may be taken multiple times up to your organization’s scale.

Elite Forces

You gain a +1 bonus to any special operations or fleet and army level conflicts.

Resources (Type)

These are physical resources the organization can bring to bear. “Type” must be specified, and is often “money”, but could be trade commodities, natural resources, unusual services, land rights, etc. Default: +0

Resources Specializations

Tribute

Once per session, you can tag a subordinate organization as an aspect, demanding tribute for a bonus or re-roll on a Resources check.

Freebooter

Your organization has issued letters of marque, tax-farming charters, etc, and has a +2 Resources bonus for any easily- portable resources.

Hidden Channels

Your organization can come up with the goods when it counts, though how it does it is a mystery. Once per session, for a PPP, you can gain a Resources bonus equal to your scope.

Unity

This skill measures how unified the organization is, higher levels indicating less internal strife. High unity organizations tend to be more stable. Default: Mediocre (+0).

Unity Specializations

Figurehead

You have a noted and charismatic leader, giving you a +1 Unity bonus.

Godhead

Your organization has a patron deity, and gains a +2 Unity bonus in any endeavour which is “holy” in the eyes of the Godhead.

Administration

The larger the organization, the more resources it needs to commit to keeping itself in order. This skill measures how effectively that’s done. Default: Mediocre (+0).

Administration Specializations

Bureaucracy

Your organization has a literate and highly-organized structure, giving you a +1 Administration bonus.

Dictator

By sheer force of dictat, your organization can pay a PP to ignore a Composure consequence for one exchange, or until you take another consequence, whichever comes first. You may keep spending PPP in this way; when you run out, or choose to stop spending them, all the consequences come to bear at once. If that includes more than 3 consequences, you’re taken out, even if the attacking organization has been defeated in the meantime!

Communication

This asset measures how effectively information is communicated within an organization. For a small organization, this skill may be irrelevant, but for a large one it can be critical. This skill can complement the Information skill. Default: +0

Communication Specializations

Magical Communication

Your organization uses magic to enhance its communications, ie with Weather Wizards using Wind Words, telepath networks, etc. You gain a +2 Communication bonus as long as it’s a private communication, ie intended for a handful of people at most.

Special Messengers

You have special messengers like dragons, flying couriers, signal pyres on mountain tops, etc, set up to communicate messages of great import. As long as it’s a short, powerful message (say, 10 words or less), once per session you can spend a PPP for an automatic +5 result on your Communications roll.

Good Courier Network

Your organization has a network of stagecoaches, runners, mounted couriers, etc, providing a +1 Communications bonus.

Diplomacy

This asset measures how good the leaders, politicians, princes, ambassadors or embassies are at negotiating with other organizations. Default: +0

Diplomacy Specializations

Kick-ass Reputation

Your organization has a reputation for tough and uncompromising action, providing a +1 Diplomacy bonus.

Ruthless

Requires Kick-ass Reputation \\Your organization gains a +2 Diplomacy bonus when it ignores moral concerns in pursuit of diplomatic goals.

Backed by Resources

Your organization can bring immense resources to bear. You may complement your Diplomacy with Resources, and use Resources manoeuvres for Diplomacy bonuses. For a Fate point, you may use Resources instead of Diplomacy.

Iron Hand in Velvet Glove

Your organization is happy to apparently concede and compromise as long as it gets its own way in secret. You gain a +2 bonus to Diplomacy as long as the outcome appears to be to your opponent’s advantage.

Technology

A measure of how advanced the organization is, used to determine initiative in conflicts. If neither organization has this asset, or both have the same level, it has no effect; but if the attacker’s Technology is higher it also provides a bonus equal to the difference between the two to the attacker’s Arms or Security checks. Default: +0

Technology Specializations

War Engines

Your organization has ingenious engines of war, like juggernauts, Greek Fire projectors, etc, providing a +1 Technology bonus when attacking in armed conflicts.

Mighty Defences

Your organization has powerful defences, providing a +1 Technology bonus in Security conflicts, or when defending against attacks.

University

You have at least one institution of learning capable of high expertise and technological innovation. For a PPP, you may use Technology instead of any other skill where technological innovation is a factor.

Trade

This asset measures an organization’s trade goods and trading abilities. You can use Trade against Trade in negotiations; successful Diplomacy checks provide bonuses. Default: +0

Trade Specializations

Trade Network

You have a trading league of many partners. You may send two trade missions per month instead of one.

God of Trade

Your organization’s patron is the God of Trade, providing a +1 bonus to any Trade or Diplomacy rolls relating to trade negotiations.

Transportation

You have an efficient transportation network of canals, maintained roads, etc. For a PPP, you may take advantage of two trade agreements per session instead of one.

Security

This asset measures the ability of guards, patrols, secret agents, undercover organizations and other means of protecting the organization’s people, holdings and resources. Security can be used as an alternative to Technology for determining initiative in conflicts. Default: +0

Security Specializations

Magical Support

Your organization uses magic to augment its security operations, providing a +1 bonus when using Security to attack.

Paranoia

Your organization is constantly on the look-out for infiltrators and attacks, providing a +1 bonus to all Security defence rolls.

Scope

Scope is a special Asset that all organizations get for free. Its level is set at the amount of areas in which the organization acts. This is a double-edged sword, as it increases reach, but also makes administering the organization more difficult.

Holdings

Asset points can also be spent on “Holdings”, which are places of entrenched power (can be a city, castle, fortress, temple, etc.) for which the player spends asset points on the holding's assets. These are defined below:

Holding Assets

Fortified

The holding is protected in some way, gaining a +2 defence bonus against Arms attacks.

Secure

The holding has heavy security protecting it from intruders; attempts to penetrate the holding undiscovered are +2 difficulty.

Hidden

The holding is concealed; attempts to find it are +2 difficulty.

Isolated

The holding is far from civilization, gaining a +2 Secrecy bonus; attempts to reach or find it are +2 difficulty.

Ornate

The holding is impressive to behold, adding +2 to any Rapport, Leadership, or Diplomacy checks conducted inside by the owners or leaders.

Big

The holding counts as one scale larger when interacting with other organizations.

Ancient

The holding was built by an ancient race, and may still contain hidden secrets. It may have an aspect relating to its past.

Unusual

The holding is a series of concealed and dispersed chambers linked by dimensional doorways, a sailing ship drifting in the sky, or even a floating or walking castle. Generally the larger and more unusual it is, the greater the organization, as suggested in the Holding Scale Table below.

Holding Scale

Organization ScaleScale ValueDescription
Worldwide9A whole world, or a network of colossal structures spanning many worlds.
Regional8A network of enormous structures in one or more lands, or even spanning more than one world.
Colossal7A network of huge structures in one or more lands.
Enormous6A city-sized structure or network of large buildings in one or more lands.
Huge5A town-sized structure or network of medium-sized buildings in one or more regions.
Large4A large building, or network of small buildings in one or more regions.
Medium3A medium building or a few scattered hideouts.
Small2A small building or a couple of hideouts.
Tiny1A tiny building or hideout.

Organization Stress

Organizations have Physical and Composure stress tracks. Each track has five boxes, plus a bonus of the highest of several skills, plus Scope. When an organization has taken this much stress, they take a consequence. An organization that takes three consequences is “Taken Out.”

Organization Physical Stress

= 5 + Highest Security or Arms skill + Scope

Organization Composure Stress

= 5 + Highest Diplomacy, Sway or Control skill + Scope