Non-secret society organizations: What should the benefits be? (e.g docker gang)

By Emirikol, in WFRP House Rules

I'm looking for suggestions on what the benefits of belonging to an "organization" should be. Lure of power introduces some secret societies (which I won't spoil here), but I'd like some suggestions for what it means to belong to a "regular" organization along those same lines (Lure of Power organizatoin cards). Below is a list of organizations for each of the current careers (nevermind the other info I clipped from my house rulebook). Note: The references are from Sigmar's Heirs, Career Compendium, and Shades of Empire (primarily), where the general details of those organizations appear.

I was thinking the following example:

Organization Name: Altdorf Docker Gang - the Black Dogs
Fluff Details: (see Altdorf gang in Shades of Empire)
Advancement: candidate (1), apprentice (2), Journeyman (3), Master/boss (4)
Dues/Costs: ???
Benefits per advancement level: ???

Agent
Organization: Roll d10: 1- Noble (see Sigmar’s Heirs for lists), 4 Religious, 5 Criminal, 6 Magical, 7-9 Merchant, 10-13 Random career organization, 14 House of Haessler (CC:31), 15 - August League – (CC:216), 16 - Agent of the Shroud (CC:8), 17 Courtier (CC:53), 18 - Cloaked Brother (CC:51), 19 - Master Vigilant (CC:138), 20 - Spy (CC:197).

Agitator
Organization: Roll d12: 1 – Solo, 2 - Anti Witch Hunter People’s Liberation Front (LF7:6), 3 - The Republicans (LF7:7), 4 - Reikland Housewives for the Increased Punishment of Unruly Youths (LF7:9), 5 - The Workman’s Pot (LF7:10), 6 – Dirty Jim’s Protest Brigade (LF7:12), 7 - The Waterway Bandits (LF7:13), 8 – Sigmar’s Army (LF7:15), 9 – The Purple Key (LF7:17), 10 Glorious Revolution of the People (SoE), 11 - The Commission for Demihuman Interests (AoM:17), 12 - The Veracitor (CC:152)

Apothecary
Organization: Apothecary's Guild – CC:14
Rule Errata: Apothecary can use Nature Lore to prepare herbs (normally Medicine required, see p.20 Liber Infectus or GMG:63).

Apprentice Wizard (High Elf, Wood Elf, or Human)
Standard skill set is: channeling, discipline, education, intuition, magical sight, observation, Spellcraft. PCs add the skills below to their in-career list: Amber: (Animal handling), Amethyst (Intimidation or Tradecraft), Bright (Leadership ; Max career ability of +3 bonus dmg per rank. Note errata!), Celestial (Tradecraft. Stars in WFRP2C:46), Gold (Tradecraft), Grey (Stealth, guile, or skullduggery), Jade (Nature Lore), Light (First Aid).

Bailiff
Organization: Roll d10 1-5 - regional noble only, 6-7 House of Haessler – (CC:31), 8-9 Publican Union of Tlabheim – (CC:71), 10 August League –( CC:216)
Career Ability Rules: If party sheet is not used, his ability becomes: may grant a free fortune point to self or one other party member once per session.

Barber-Surgeon
Organization: Barber-Surgeons’ Guild CC:22

Boatman
References: Life and Death on the Reik supplement (2ecompanion:20),
Organization: 1- Fisherman’s vessel,2-3 - Imperial River Patrol (WFRP2C:22), 4 – River wrecker or sea pirate, 5 - Sons of the River (CC:77), 6 – River Merchant, 7 - Otto's Flats Ferrymen (CC:77), 8 - Imperial Navy (SoE), 9 - River Strigany WFRP2C:25), 10 - Boatsmen's League of Talabheim (TiT10),

Bounty Hunter
Organization: The Hounds – CC:35

Burgher
Organization: Artisan's Guilds-CC18, Bowyers' Fraternity-CC213, Trusted Brotherhood of Brewers-CC213

Coachman
Organization: coaching house based in home region, Coaching Houses CC:52, Coachmen of Middenheim AOM22,28

Commoner
Organization: Friars of St. Olga CC:84, Town Militia of Schweinfeld-CC145, Militaman (cc), Yeoman(cc), Lay priest(cc), Mediator(cc), Village Elder(cc), Friar(cc). Fluff: good background should describe what their origin is: peasant farmer, chimneysweep, swampaire, dung-collector, herdsman, charcoal-burner, drover, lamplighter, lay priest, swamp skimmer, frogwife, vagabond, woodsman, etc.
Career Ability Rules: If party sheet is not used, may choose a free talent or action instead. Commoner may exchange any one skill at creation.

Dilettante
Rule option: may swap special for noble trait at creation.
Organization: Bernloch Academy -CC:60

Dockhand
Organization: Stevedore's Guild-CC81, Altdorf Gang (SoE). References: WFRPc2:12, Death on the Reik supplement. Gain bonus white in Wharf District location card.

Dwarf Engineer (BFP)
*Begins with dwarf engineering acquired.

Forger
Organization: Tagranden Merchant Consortium – CC76, Karkhazof League CC:171. Rules: Education is a career skill

Gambler
• Minigames should be created from the dice and decks of WFRP.

Grave Robber
Organization: Ghosts of Grenstadt –CC:212, service of local physician’s guild, Resurrection Men-CC64. Immune to Mausoleum and cemetery location card effect.

Hunter
Organization: Taals Chosen, -TiT9,CC105

Initiate (Wood elf may choose aspect of Taal)
Any Priest of any religion may access any one of the location card benefits at any consecrated shrine or temple per act: Morr’s Garden, Temple of Sigmar, Hospice of Shallya, Temple Hospice, Dilapidated Shrine, Grand Temple, Temple of Manaan, Hidden Shrine.
Organization: choose a religion and/or organization from Signs of Faith.
Skill Additions: Standard skill set is: Charm, Education, First Aid, intuition, Invocation, Piety. PCs add the skills below to their in-career list: Manaan (Folklore, Nature Lore), Morr (Discipline, Intimidate), Myrmidia(Leadership, Weapon Skill), Ranald (Skullduggery, Stealth), Taal –(Animal Handling), Rhya – (Medicine), Shallya (Medicine, Resilience. See also WFRPc:53 Order of the Bleeding Heart), Sigmar (Discipline, Weapon Skill), Taal & Rhya (together)(Nature Lore), Ulric (Resilience, Weapon Skill), Verena (Discipline, Observation)

Ironbreaker (Dwarf only)
Trappings: Armor is not plate. Instead gains average Gromril Breastplate & Chain (armor gains reduce pierce 1).

Mercenary
Organization (choose a Dogs of War unit): http://tinyurl.com/5nufle

Messenger
Organization: Imperial Messengers Guild – (CC:144) or service of local nobility or town, Herald (cc:101)
Career Ability Rules: If party sheet is not used, may choose a free talent or action instead.

Mystic
Organization: Strigany riverfolk (or land gypsy), may also follow the teachings of some other charismatic figure such as Dagobert the Seer (CC:150), Order of Ancillius Stargazer (cc:21). Immune to the Cursed Ruins location card.

Navigator
Organization: League of Merchant Adventurers - CC:66, Imperial Navy-SOE, Imperial Graphic Society CC151, Navigator’s Club-CC151, Navigator Guild of Explorers-CC151

Pedlar
Organization: Brothers of Handrich (Business Cult) –SOE16 or Fence (cc:76)

Performer
Starting Organization –Roll d10: 1-2 – Solo, 3 – Freaks, etc. (WFRP2C:12) – 4 Mordechai’s Waxworks, 5 Traveling Shrine of Healing, 6 The Smoke, 7 Deiter’s Fighting Pitwives, 8 Imperial Circuit (CC67), 9 Minstrel School of Nuln-(CC147), 10 Royal College of Music in Middenheim (AoM21). May create Festival Grounds location card by expending one fortune points and roleplaying.

Pit Fighter
Organization: The Secret Guild-CC165, Judicial Champion (cc:118).
Rules: Also see official clarification in the FAQ & Errata document.

Rat Catcher
Starting Organization (roll d10): 1-3 Solo, 4-5 Fauschlag Delvers CC:190, 6-9 local rat-catchers’ union, 10 -Deepwatcher (cc:58). Rule: Ignore effect of sewer entrance Location card.

Roadwarden
Organization: Roadwardens –See Shades of Empire, ToC128,CC177 for additional background.

Scout
Organization: The Satchel Boys-CC158, also see Navigator or 2nd edition Outrider

Scribe
Career Ability note: If party fortune is not used, your ability grants one fortune point to one character (once per session). Also see Scribe Shop location card.
Organization: Worshipful Guild of Legalists – AoM18, Imperial Graphic Society CC151 Faithful Brotherhood of Scribes CC:184, Pussiant Fellowship of Skilled Cartographers-CC213, Cartographer (cc), Litigant (cc), Trial Rules (WFRP2c:67)

Servant
Rule: Gain 2 white to haggle room and board.
Organization: local noble or organization or Pub (WFRP2c:93), or Innkeeper (cc)

Smuggler
Career Ability note: If party fortune is not used, your ability may be used once per encounter: grant one fortune to a character.
Reference: WFRP2c:43, Liber Fanatica #8
Organization: local crime syndicate, or Fence (cc)

Soldier
Career Ability note: If Rally Step is not used, your ability may be used once per encounter, as a free maneuver.
Organization: Noble and/or Religious order, Diesdorf Military College cc:37, Imperial Navy-SOE, Town Militia of Schweinfeld-CC145, Pistol Korps CC:164, Imperial Military /Reiksguard /Imperial Guard – SH, Nuln Imperial Gunnery School – FoN
Rules & Fluff: See Uniforms & Heraldry of The Empire, Warhammer Fantasy Battles (Empire) or relevant country book from WFRP2. PC is considered to be on leave until summoned by his commander.

Student
Rules: May trade one skill for any other skill or advanced skill.
Organization: engineering (Nuln), magic college, religious order, University of Altdorf, etc., Order of Acillius Stargazer CC:21, Diesdorf Military College cc:37, Dwarfen Engineers Guild, Middenheim AOM25, Imperial School of Engineers - CC:66 (or Uniforms:66), Travelling School-CC181, Collegium Thelogicia, Ulric, Middenheim AOM34, Imperial Gunnery School of Nuln (WFRP2c:99), Engineer (cc), Wall Warden(cc)

Sword Master (High Elf only)
(No longer Basic - Advanced Only)

Thief
Organization: local crime syndicate or Outlaw Band of Heinz Gerber-CC156, Cat Burglar(cc), Master Thief(cc), Guildmaster(cc), Outlaw (cc), Highwayman (cc), Outlaw Chief (cc), Faceless (cc)

Thug
Organization: Noble, House of Haessler – CC:31, The Deadfish Gang of Nuln-CC210, or Racketeer (cc), Enforcer (cc)

Wardancer
Also see the FAQ & Errata clarification.

Watchman
Career Ability note: If Rally Step is not used, your ability may be used once per encounter, at any time, as a free maneuver.
Organization: local city watch, noble, religion, Deepwatcher(cc), Jailer (cc), Grave Warden(cc)
Rules: See Uniforms and Heraldry of The Empire or relevant country book.

Zealot
Rules: See Liber Fanatica #7 for various faith bonus skills. They must purchase their starting insanity as a talent if they use the bonus skills above.
Organization: Choose a religion, or Brotherhood of St. Soeren of the Sword – CC:235, Wolf Kin, Zealots of Ulric – AoM9

Other Organizations:
LoP:The Gourmand Society, The Dove & Rose, The Brotherhood, Young Blades, Aesthetes, The Bootstrappers

Advanced Careers
Charlatan - Organization: Liars Guild CC:172

Investigator -House rule: Gains 3rd talent slot of your choice. Organization: Master Vigilant (PI for Magic Colleges)-NDM99,CC138, Verenean Investigator-SHp124(PI for Religions),CC218, also see Witch Hunter organizations

Ironshield (dwarf) (BFP) – gain Gromril plate if from Ironbreaker

Merchant- Organization: League of Merchant Adventurers - CC:66, Crafter, Builder, Commerce, Labor Guilds - CC94

Physician - Organization: Physician's Guild-CC162, Middenheim Guild of Physicians – AoM17
Runesmith (dwarf) (BFP)

Sergeant (OoW) – If party fortune is not used, his ability becomes: May grant a free fortune point to one other party member once per session.

Scholar - Organization: Travelling School-CC181, Collegium Thelogicia,Ulric, Middenheim AOM34

Witch Hunter – see: Witch Hunter’s Handbook
Witch Hunter Organizations:
Agent of the Witch-Finder-General-CC230
Agent of Fellowship of the Shroud-NDM14,96,CC8 (Morr)
Andanti Vampire Hunter -NDM15
Cloaked Brother Chaos Hunter – ToC126,CC51
Dreamwalkers of Morr, Vampire Hunters– SOE28
Ordo Fidelis Witch Hunters (Sigmar)– AoM, ToC123+
Sigmarite Exorcists – ToC126
Tsaravich Pavel Society Vampire Hunters – NDM14

Great stuff. I've just got Lure of Power but haven't had a chance to read about secret societies yet. But I won't let that stop me from chiming in. For me the benefits of membership can be open ended and negotiated between the player and the GM on a need by need basis. Afteral an offer that is too good to be true, is a great way to hose a player later. Also let the players tell you why they really ought to have membership to that exclusive fraternity. :)

I like the idea that the Empire is awash with cults, secret organization and fraternities to the point that everyone belongs to one (or many) and characters are constantly approached to join them, or find themselves indebted to them etc. I also like the idea of the duality of these organization, that what appears to be a innocuous and altrueistic movement may actually be bent to some wicked agenda. Or vise versa
I plan ;) to create a deck of organization cards that can be handed to the player once they have joined. One side will have the description of the organization from a positive light descibing the benefits of membership, while the other side of the card will have a negative portrait that opponents of the organization may claim is its true agenda.
Each organization will probably belong to a social tier, Bass, Silver etc and some may be secret while others are not and may list traits in common with relevant careers or party cards.
I'm also inspired by Ken Hites conspiracy concept from Nights Black Agents. http://www.pelgranepress.com/?p=7023
Cards could be used to design campaign power structures, conflicts or conspiracies. Laying out a pyramid of cards, say, 3 Brass organizations, 2 Silver and 1 Gold tier. By designing links or a narrative between them a GM could quickly create a complex plot or interesting RP paths for players to explore with a great sense of depth.
As well as loads of iterations of minor cults for each and every god in the pantheon some other organizations that spring to my mind are:
Society of Experimenters: seek to further science and natural knowledge and free healing/medicine from superstition.
Society of the Charlatans: Researchers of chemistry/alchemy and suppliers of a much needed black market of drugs and medicine.
Society of Portents: Recorders of portents and deciferers of prophecy. Perhaps with agendas to alter future events.
Fraternity of Lay Healers: unlicensed traveling healers.
Worshipers of the Old Gods.
Society of Sanctury: devoted to harboring fugitives and victims of Empire law.
Brotherhood of Winter: charity
Protectors of the Relics: focused of switching religious relics for fakes to ensure "safe keeping" of the originals.

Thanks for the suggestions. I'm working on adding this kind of stuff to PC backgrounds and motivations.

jh

Looks good

As I see it, the benefits from joining organisations should mostly be roleplaying wise - bonuses to interact with certain types of people, gather information in certain environments, perhaps a chance to train an out of career skill as if it was a career skill ... or getting a discount (as if u had a career trait) to switching to a particular career or something like that ....