Sect Enmity
Flaw · 1 pt
Mage groups tend to have issues with each other by their very nature. You, however, have managed to piss off an entire sect of mages within your larger group. You could be a Verbena witch who hacked off the Hermetic House Flambeau (yipe), a Black Suit on the wrong side of the Friends of Courage, or a Red Spear who trash-talked the Ghost Wheel Society and lived to regret it. Although your enemies won’t try to kill you – you are theoretically on the same side, after all – they really don’t like your face, or much else about you.
Generally, the members of the sect in question will have as little to do with you as they can, and won’t be terribly coop erative if they must deal with you at all. Social dice rolls you make while dealing with members from this group add +2 to the difficulty. You cannot, obviously belong to this sect when you first take this Flaw, although you could conceivably smooth things over, buy off the Flaw, and join that group later. A player may buy this Flaw multiple times to reflect poor relationships with several different sects. Storytellers are advised to create several reoccurring characters from the rival sect, in order to give this Flaw some teeth. For a more severe version of this Flaw, see Hit List, below.
See also 1
Bestiary
- Black Suit mage/creature/npc/black-suit