Members automatically get their respective trait
Athar: When a divine caster who worships a specific deity casts a divine spell targeting a Defiler, the Defiler rolls two saving throws and takes the higher result. If the spell doesn't allow a save the Defiler may make a Will save, rolling once, to negate the effect. A Defiler must always attempt to save vs a divine spell from a divine caster from a specific deity. If she chooses to not save even against a harmless effect she loses access to any Athar traits, feats, or abilities until an atonement spell is cast on her. From an Athar cleric who gets their power from the Great Unknown ;)
Believer’s of the Source: Because they believe that all things have potential Godsmen are generally well received throughout the planes. They gain a +2 trait bonus to all charisma based skill checks. However because of the belief in their own potential divinity characters who receive divine spells from a specific power suffer a -1 penalty to caster level, minimum 1. In addition a Godsmen cannot be raised or resurrected, but they may still be reincarnated.
Bleak Cabal: When targeted by a compulsion spell or effect, or a madness inducing effect the Bleaker may roll two saving throws and choose to take either the highest or lowest roll. If the effect doesn’t allow a save the Bleaker may choose to roll a Will save to negate the effect. Once everyday at the same time the Bleaker must roll a d20, on a 1 she is overcome with melancholia for the next day. She can only be motivated to act normally if convinced with a diplomacy, intimidate, or bluff of DC 25 plus the Bleaker’s Cha modifier.
Doomguard - Sinkers can choose any one weapon from the following list and gain the appropriate Martial Weapon Proficiency feat: bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword. If the Sinker is already proficient in the chosen weapon, they instead gain the Weapon Focus feat for the weapon. In either case, the Sinker gains a +1 competence bonus to hit with the chosen weapon. Sinkers gain spell resistance equal to 10 + 1/2 their character level + their Wisdom modifier against any kind of healing magic. They cannot voluntarily lower this resistance. Sinkers have a +2 competence bonus on Knowledge (engineering) checks and may always make Knowledge (engineering) checks untrained. A Sinker always treats Knowledge (engineering) as class skills.
Dustmen: All Dustmen benefit from the Dead Truce. An ancient pact with death, no undead creature will act to harm a Dustie unless the Dustie harms the undead first. Unintelligent undead will simply ignore Dustmen. If a Dustman is targeted by a spell that would bring them back from death they must fail a Will save to return even if they are willing.
Fated: The Heartless chooses 1 skill, she gains skill ranks equal to her character level. This does not stack with any ranks she would otherwise possess for that skill. The Heartless cannot accept or perform charity, if they give out or receive merchandise or services free they lose access to any Fated traits, feats, or abilities until an atonement spell is cast on them.
Fraternity of Order: 1/day cast comprehend languages as a spell-like ability with caster level equal to the character’s level. The Guvner cannot knowingly break any laws, if they do they lose access to any Fraternity of Order traits, feats, or abilities until an atonement spell is cast on them.
Free League Trait: The Indep gains a +2 trait bonus to saves vs charm and compulsion effects. She may roll a will save vs effects that don't allow a save with no trait bonus. Since Indeps are not an 'official' faction they are not afforded any special rights or privileges given official faction members, though they can usually count on their Indep friends to help them out.
The Harmonium: Heardheads benefit from their firm belief and fierce dedication that they are right. All members are able to project this confidence outward, once per day they can as a spell-like ability cast command with their caster level equal to their character level.
Mercykiller: Because of their passion for punishment a Mercykiller can once per day cast zone of truth as a spell like ability with caster level equal to the character’s level. The DC for this spell is based off the Mercykiller’s Wisdom or Charisma and targets only one creature. The Mercykiller cannot willingly release a prisoner until they’ve been properly punished, if they do they lose access to any Mercykiller traits, feats, or abilities until an atonement spell is cast on them. While carrying out a punishment Mercykillers consider themselves innocent of all crimes. If they commit a crime for any other reason they lose access to any Mercykiller traits, feats, or abilities until an atonement spell is cast on them.
The Revolutionary League: An Anarchist can pose as a member of any other faction automatically, without being detected. While they don’t receive the special abilities of the assumed faction, they gain acceptance, access to their headquarters, and can call on members of other factions for aid. Fact is, Anarchists can get help from a member of another faction sooner than from their own.
Sign of One: A signer automatically gets a saving throw vs any illusion she encounters without having to interact with it. This roll is made in secret by the GM and if this saving throw fails the Signer may get another saving throw as normal if they interact with the illusion. Signers suffer a -1 penalty to Diplomacy and Bluff checks.
The Society of Sensation: All Sensates have highly attuned senses, each member gains a +2 trait bonus to perception. Because they often imbibe questionable substances they each receive a +1 trait bonus to saves vs poison. A Sensate cannot refuse a new experience unless it would obviously put them in deadly peril. Should a Sensate refuse a new experience they will lose access to all Sensate traits, feats, or abilities until an atonement spell is cast on them.
The Transcendent Order: Because the training of a Cipher stresses quick and unhesitating action they receive a +4 trait bonus to initiative checks. A Cipher cannot delay action in combat.
Xaositects: 1/day when someone asks the Chaosmen where they’ve lost something the Chaosmen may make a wisdom check DC 10 or higher as determined by the GM, if the check succeeds she knows the location of the object. The item must be truly lost, if it was stolen or moved by some outside agency this ability fails. What the Chaosmen knows may be as vague or specific as the GM wants.
or
Xaositects: 1/day cast Lesser Confusion as a spell-like ability with caster level equal to the Choasmen’s character level. The spell’s DC is charisma based.
Sects
Ring-Giver: A Bargainer gains a +1 to +4 trait bonus to bluff, diplomacy, intimidate, and sense motive checks vs any creature that has accepted a gift from the Bargainer. The exact value of the bonus depends on how much the creature values the gift as determined by the DM.
A Ring-Giver may attempt to request a favor from a non-hostile NPC no more than twice their character level. The DM determines the success based on how much the Bargainer has given away compared to how much they've received. I have a karma system in mind but it will be obscured from Auntie and the other PCs.
A Beggar never owns anything, they can never sell or buy anything. If a Beggar buys or sells an item they loose access to this trait's ability. They may seek an atonement spell from another Beggar to regain access.