“Never in my house.. Ye abide by m’rules ya see…”

Ranks of Power
This Trait is a rough approximation of Power, used only as a guide and to give us an idea of how strong they are in their methods. i.e. Destructive Force, Strength & Influence. It can be used to refer to individuals, be it Mortals or Other, to a Group or Organisation, as well as to a Story or Plot.

0) Non-Entity: These are beneath notice, not even up to an average or normal standard with nothing really to offer that you can see… They may even be a hindrance.
1) Mundane: This is the standard, normal state of things and how things should be in Mortal Circles. They their job adequately if things remain calm and quiet, though without any special powers or secrets to offer, if things turn bad they have little resources to draw upon and it often ends in blood.
2) Professional: These are elite, exceptional examples of people, objects, SPLATs, Groups or Locations.
3) Monster: They can cause havoc by themselves or rule a city collectively. Individually, they can be a challenge for a group of Mortals.
Vampire, Uratha, Wraith.
4) Fiend: These can destroy a city or create a paradise haven. Working in groups they may seek out a place to make their own and thus defend it from Others.
Changeling, Demon, Immortal
5) Master: Much power and always seeking more power & knowledge wherever they can. They tend to live alone or in groups of like-minded individuals but they’ll often travel a great distance. Their Powers can destroy parts of a City.
Mage, Promethean
6) GrandMaster: These are so very rare there is likely only 1-2 within a country at a time who keeps up the Masquerade profoundly or they are a noted figure, known throughout the Nation.
ArchWizard, Mummy, Geist

7) Legend: These are so few they are noted for far & wide throughout close nations if they ever cause attention to themselves. Their Powers can often devestate huge regions of a country or even multiple cities.
8) Cosmic:

9) * Divine:
10) * God:


Uratha uses Rank to detail it’s social and tribal hierarchy. Can this be changed? They already use Renown.. Can they get free Status in their Tribe and Rank is Status in that Merit instead. It might leak out to Nation Status also eventually.

Rank is also useful when related to Status for it can give you an idea of your position within the Hierarchy of a Ranked Organisation. For example:-

  • Status 1 in a Rank 3 Company makes you a ground level employee; Status 3 within the Company might suggest you are a Director or Boss.
  • Status 3 in a Rank 5 Corporation might make you a Marketing Director, [[Status 4]! suggests a VP of Operations, Rank 5 could mean you’re the Owner or Chairman running the whole shebang.

Rank 0
At this point, the organization has no actual identity, it’s just a bunch of people who hang out together and want tobecome an organization. Relatively few Rank 0 organizations stay at Rank 0 for any length of time — they either dissolve or advance.
Examples: A group of friends, a newly-formed changeling motley, mage cabal, or werewolf pack. Pretty much any group of supernaturals who hang out together could become a Rank 0 Group.
At this level the group doesn’t actually have any dots to spend on Reach, Grasp, or Benefits

Rank 1
At this point, the organization has a very minimal sense of identity, though it’s more likely to be referred to as ’Joe’s Gang’ than as ‘The Baker Street Motley’. It probably has only its original members (usually two to four supernaturals), and maybe a couple of contacts.
Examples: Most cabals, motleys, and coteries stay at this level — greater organizational ambitions are usually directed into Orders and Courts and Covenants. Weak werewolf packs such as Brick and Bone could also stay here.
Upon reaching Rank 1, the organization gains 5 dots to distribute between Reach, Grasp, and Benefits

Rank 2
By the time an organization hits Rank 2, it has a discrete identity as an organization — it has a name and people associate something with the name, and some people know that name. It’s identity is still tighly bound up in the founders and the organization likely wouldn’t survive a major membership upheaval. The average supernatural organization at this level will have 4-5 supernatural members and if they recruit mortals, then up to triple that in mortal membership.
Examples: Most werewolf packs such as the Temple Guard stay at this level, as do smaller supernatural organizations such as Scratch’s Machine or the Mara.
Upon reaching Rank 2, organizations gain 10 more dots to spend, for a total of 15

Rank 3
A Rank 3 organization has a certain level of institutional inertia built up. It’s got a well-established identity that exists independently of its founders, it has a more complex internal structure with subgroups and different membership roles, and some organizational property. It’s likely expanded to about 10-20 supernatural members, and may have up to triple that in non-supernatural members. This as high as most PC-founded groups are likely to get, and is where you’ll find the weaker Covenants and Orders.
Examples: Powerful werewolf packs such as the Architects of Steel, PC organizations such as the Harbingers or the Fusang Tong, weak Covenants/Orders such as the Ordo Dracul.
Upon reaching Rank 3, organizations gain 15 more dots to spend, for a total of 30

Rank 4
Reaching Rank 4 is a long, hard slog, and usually only happens after decades of effort or in some sort of power-vacuum. An organization at this level is a self-propagating institution with its own hierarchy and offices, and may well be centuries old. It likely has about 40-50 supernatural members, and could have a few hundred mortal members, though few organizations have so many due to Masquerade concerns. This is where you’ll find most Covenants, Orders, and so forth.
Examples: The Mysterium, the People’s Republic, the Lancea et Sanctum
Upon reaching Rank 4, organizations gain 20 more dots to spend, for a total of 50

Rank 5
A Rank 5 organization is a behemoth. Most such organizations in the supernatural world are those that claim to represent an entire supernatural nation, giving them a membership of about two hundred or so supernatural beings, and are as old as the supernatural community in a given area is (which in London means that they are often millennia old). This is where you find the ruling organizations, basically — which combine their own, in-house power and influence with the power of the offices that they hold.
Examples: The Invictus, The Guardians of the Veil, and Freehold of New Jerusalem
Upon reaching Rank 5, organizations gain 25 more dots to spend, for a total of 75

Rank 6+
Think the Illuminati. What they want, they get. Generally though, supernatural groups don’t reach this high (the logistics just become impossible to manage), and so this rank is mostly theoretical, though mortal organizations do reach these levels.
Examples: Governmental organizations such as the Metropolitan Police Service, multinational corporations such as Microsoft or British Petroleum, organized churches such as the Anglican Church.
Rank 6 organizations gain 30 more dots to spend (total 105) and usually have either Reach or Grasp at 11+.


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