The following chart is used for organizational actions, like auditing, restructuring an organization, and leading an organization. This chart will be referred to as chart A.
Hour
Day
Week
Month
Season
Year
Four years
Auditing
Organizations are inherently opaque. Learning anything non-obvious about them requires the use of (Perception + Bureaucracy or Socialize). The difficulty is the organization's Secrecy, and the time taken is (Size) steps down chart A, starting at Hour for Size 0:
If you lead the organization or have official authority to bother people with your investigations, subtract 2 from the effective Secrecy and Size. If that takes you to negative Size, the roll takes as long as asking a random minion.
Management
Running an organization uses (Intelligence + Bureaucracy). Spending a season running an organization adds the character's successes to the organization's Operation Roll in the form of dice. This may not more than double the organization's dice pool. Controlling the organization's actions for the reason requires the character to allocate successes equal to the organization's Resistance. If a leader doesn't do so, they will be largely unable to sway the actions of their organization.
Restructuring
Changing the Intimacies of an organization uses (Charisma or Manipulation + Presence or Bureaucracy). For other types of reorganization, (Intelligence + Bureaucracy) may be more appropriate. This is an extended roll, with a difficulty of the organization's Resistance, no terminus, and an interval that depends on Size. Use chart A. This assumes you're a major figure in the organization. If you're not, add 2 to the organization's effective Resistance and Size. Goal number is 15 to create or remove a Minor Intimacy, 40 to strengthen a Minor or weaken a Major, and 100 to strengthen a Major or weaken a Defining. Use the intimacy goal numbers as a guide for the difficulty of other types of Restructuring.
Note that Restructuring is very likely to offend people. Succeeding on the roll is only half the battle - the other half is dealing with named characters who object to the changes you're making. These rules don't cover those conflicts.
Organizations
Normally, you don't need rules for organizations. The government of the city you live in can operate fine with no dice and no mechanics. But when you end up in charge of that city, you're likely to want some rules to handle the effects of your leadership.
The core mechanic of an organization is the Operation Roll, which is made once per season to determine how much the organization accomplishes. Roll Size + Ability +/- Intimacy, and allocate successes among various activities. More successes represents a larger and better-executed effort, of course, with the value of each success determined by Size. The activity allocated the most successes must correspond to the ability used, and successes allocated beyond an ability's rating count as half.
Organizations never roll to make interesting problems disappear. You can't just allocate five successes to win a war unless the table agrees that the war was a tedious distraction from the real meat of the game. But you can allocate five successes to dictate that your organization's armies are very large and well-organized and well-equipped and enthusiastic as you lead them to battle.
Actions taken to manage an organization must be roleplayed out, like all other actions. Sometimes that roleplaying will involve obstacles that must be overcome for your actions to have any chance of succeeding. An excellent Management roll suffices to control all the nameless faceless members of your organization, but people with character sheets can still shut you down. Possibly by stabbing you.
Organization Traits
Intimacies
Much like character Intimacies, though they apply to rolls more often. Organization intimacies often contradict, because the agendas of organization members often contradict. Normally only the strongest relevant Intimacy applies to a roll, but if one would benefit the roll and the other would harm it apply both. Usually, an organization has a Defining Intimacy towards doing what it's meant to do.
Size
The only Attribute an organization has. Represents both the number of people involved and their resources. Size 0 is one person and maybe some hired help, Size 1 is an ordinary shop or a family, Size 2 is a mid-sized company or a large extended family, Size 3 is an army, a noble house, or a city's government, Size 4 is an actual city, Size 5 is a nation, Size 6 is an unusually powerful nation, and Size 7 is the Realm. One success represents something that would be a noticeable but easily manageable effort for a group of such a size.
Abilities
Organization abilities are freeform. Most organizations don't have very many of them. A guild caravan might have Trade 3 and Travel 2, while a barbarian tribe might have Survive 2, War 2, Diplomacy 1, Travel 1, and Religion 1 and a company of mercenary Tiger Warriors led by a Solar might have War 5, Travel 3, and Make Money As Mercenaries 4. Increasing or decreasing an organization's Abilities is uses the same system as altering its intimacies, with 1-2 being considered to be equivalent to a minor intimacy, 3-4 to a major, and 5 with defining.
Resistance, Secrecy, and Maintenance
An organization's Resistance impedes its leader's attempts to control it. A high-Resistance organization is large, set in its traditions, and full of people with competing agendas. A low-Resistance organization is small and obedient. Intimacies modify Resistance the same way they do Resolve, so it's much easier to lead an organization that likes and trusts you.
An organization's Secrecy opposes any attempt to Audit it. It reflects actual secrecy as well as general confusion. Again, it's affected by Intimacies.
An organization must spend a number of successes equal to its Maintenance each season in order to remain fully functional. Maintenance can fluctuate up and down depending on the circumstances - keeping a farming village intact is normally very easy, but a bad harvest or a nearby war can make it very hard. Failing to maintain an organization causes various minor problems in the short term, and reduces Morale.
Merits
Can be whatever. They appear and disappear as the ST sees fit.
Flaws
Less free-form than character flaws. They can have specific mechanical effects. Still exist at the ST's whim.
Morale
Similar to Willpower. One point of temporary Morale can be spent to add a success to an Organization roll. Each season of successful maintenance without the use of Morale restores one point of temporary Morale, while a season of failed maintenance subtracts one point of temporary Morale for each missing success. If Morale would fall below 0, the organization collapses into chaos instead.