Joinable faction

Factions are an integral part of the DnT world, but rarely do they play a major role in the party's shenanigans. This is not a bad thing, as factions can create unnecessary tension within the party, and are hard to make them play with their adventures, instead of against. That said, they can be the exact opposite, becoming excellent storytelling tools when done right. This page is here to give a framework to designing a faction around the idea that it can be joined by the PC's. It should be said that you are not obligated to have joinable factions, only allow them in your campaign if you think they could align with the story, if your story is centered on the conflicts between factions, or if you want to provide a little extra something that you have full control over how intrusive it becomes. 
First, belonging to a faction means having responsibilities. Although they will also support and reward you for your services, they expect you to stick with them for some time (some, for a very long time) and don't want their investments in you to be fruitless. Your favor with certain factions, how much they are willing to trust and support you, is abstracted into Reputation. Reputation is gained by aiding a faction, and lost by asking things from them. Each faction favors certain actions depending on their goals, which should be detailed in a section called Reputation. 
How much reputation you gain or expend with your actions is directly tied to their Threat Class, as shown in the Threat Class to Reputation table. For example, completing a Mission (a favorable action) for a faction will directly net you Reputation proportional to its assigned threat class, which can be expended by requesting an artifact, or even giving them a mission to complete (requesting a favorable action). 
Unless stated otherwise, you can only access a faction's artifacts with Reputation. You buy artifacts at twice their Reputation value, gifting them gives you their full Reputation value, and borrowing them costs one forth of their Reputation value up-front, and one tenth for every day you keep them. 
You will also require to have a certain Rank within a faction before they even even consider certain 'requests'. A Rank is exactly what it sounds: your character's position within a faction. Your Rank determines the things you have access to, giving you certain perks, which are entirely dependent on that faction's specifications. A faction can have anywhere from 1 to 10 Ranks, which are respective only to that faction, as the Rank 4 of the Kingdom's faction will very likely have more power and authority than the Rank 10 of Bum-Nowhere, the small-time transportation company. 
If you ever betray or leave a faction, you lose all Ranks and Reputation with that faction. 
Threat Class to Reputation
Threat Class	Reputation Value	Rank Requirement
F 	1 	1
E 	10 	2 (or equivalent)
D 	100 	4 (or equivalent)
C 	1000 	6 (or equivalent)
B 	10k 	8 (or equivalent)
A 	100k 	9 (or equivalent)
S 	1 M 	10 (or equivalent)
== Creating a Joinable Faction - a Template ==
On to actually create a faction. What follows will be a quick template that should allow you to put up a faction together.
=== Introduction ===
First, give a quick description of the faction, its history, how it came about, its quirks, the things it is usually engaged in, and so on.
=== Joining the Faction ===
Describe the way people would normally join the faction, or how it scouts for new members.
=== Ranks and Privileges ===
Hierarchy
Rank	Rank 	Perks	Requirements
1 - Rank Name
Ranks are organized from the lowest to highest. They should be displayed with their level first, followed by the name of the Rank, as shown above.	A quick description of the rank's purpose and obligations.	The benefits you have access to from holding a particular Rank.
In general, factions will provide perks relative to a Rank's responsibility, meaning they might not give you access to certain Classes of information, artifacts or faction services.	The skill, attribute, Reputation and other miscellaneous requirements one needs to fulfill to be promoted to that rank. A Reputation requirement represents the Reputation cost of that promotion.
==== Member Traits ====
A short description of the faction member's character. Are they honorable, somber, perhaps psychopathic? Is this the case for the typical member, or only for the lower rank and file? What about the leaders, and the elite? This isn't really essential, but can help the DM in setting the tone for that faction.
==== Special Equipment ====
Factions tend to develop and acquire their unique techniques and artifacts to distribute among their members. These can be spells, magic items, or unique feats. These should either be directly written or linked to in here.