Tradition Politics: Difference between revisions

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==FACTIONS==
==FACTIONS==

As individualistic as many mages are, it’s no surprise that different camps
and cliques within each Tradition have long struggled to establish their own
As individualistic as many mages are, it’s no surprise that different camps and cliques within each Tradition have long struggled to establish their own interpretation of how to uphold the Tradition’s goals. What’s more, the modern age of division and isolation has opened many of these old wounds once again and created more than a few new schisms.

interpretation ofhow to uphold the Tradition’s goals. What’s more, the modern
An Apprentice who follows one mentor may find himself snubbed by others of his Tradition, and he not have the slightest clue as to why until much later on in his training. Likewise, those who fail to espouse the “correct”doctrine may find themselves unable to gain access to Chantries, Nodes, mentors, libraries or other Tradition resources, depending on who controls these assets and how they feel about a character’s metaphysical viewpoint. Some Traditions are more lenient than others when it comes to tolerating members of other factions, but !, most mages have an opinion on the matter of factional alliance, even if they don’t choose to act on it. As some seasoned faction players say, choosing not to be on a team is really a team of its own, and no one gets to just sit on the sidelines.
age of division and isolation has opened many of these old wounds once again

and created more than a few new schisms.
Storytelling disputes between factions is perhaps the ultimate exploration of delicate alliances, double entendres and the well-timed snub. Since outright battle is strictly frowned upon by all Traditions (although it does still happen occasionally), and harsh penalties follow those who shed the blood of fellow Tradition members, mages of differing factions must wage their wars subtly and kill each other with a thousand tiny cuts. Since most Tradition members appear to embrace the same philosophies on the surface, the slightest difference in metaphysical phrasing can carry immense political and social consequences. A rejected invitation can become a declaration of war, and a remark that was meant as merely a passing comment can earn a character powerful allies... or lasting enemies. Turn the paranoia factor up, make the characters feel they must look into the motives of their fellow Tradition members at every turn, and make all contact with others of their kind seem significant
An Apprentice who followsone mentor may find himself snubbed by others
of his Tradition, and he not have the slightest clue as to why until much later
on in his training. Likewise, those who fail to espouse the “correct”doctrine may
find themselvesunable to gain access to Chantries, Nodes, mentors, libraries or
other Tradition resources, depending on who controls these assets and how they
feel about a character’s metaphysical viewpoint. Some Traditions are more
lenient than others when it comes to tolerating members of other factions, but !,
most mages have an opinion on the matter of factional alliance, even if they
don’t choose to act on it. As some seasoned faction players say, choosing not to
be on a team is really a team of its own, and no one gets to just sit on the sidelines.
Storytelling disputes between factions is perhaps the ultimate exploration
of delicate alliances, double entendres and the well-timed snub. Since outright
battle is strictly frowned upon by all Traditions (although it does still happen
FACTI~NS
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occasionally), and harsh penalties follow those who shed the blood of fellow
Tradition members, mages of differing factions must wage their wars subtly and
kill each other with a thousand tiny cuts. Since most Tradition members appear
to embrace the same philosophies on the surface, the slightest difference in
metaphysical phrasing can carry immense political and social consequences. A
rejected invitation can become a declaration of war, and a remark that was
meant as merely a passing comment can earn a character powerful allies.. . or
lasting enemies. Turn the paranoia factor up, make the characters feel they must
look into the motives of their fellow Tradition members at every turn, and make
all contact with others of their kind seem significant.
CHANTNES
Chantries serve as strongholdsof magic, whether they are baroque hillside
manors or the back of a beat-up station wagon, and control of these places of
power IS one of the oldest conflicts in Awakened society. Even members of the
Technocratic Union sometimes have to step in to break up fights between
Conventions over a particularly powerful Node.
Different Chantries in an area may do battle with each other over local
magical and mundane resources, or even to determine who will get the first pick
of particularly talented Awakened students. Sometimes members of a squatter
Chantry -one without a Node -will even try to oust mages from an existing
Chantry to gain control of its power reservoir. Battles of this sort are typically
brutal and quick, and the winners take all. Within a Chantry itself, clique feuds
erupt all too frequently as different groups argue over issues such as leadership
of the Chantry and who will have access to specific Chantry features. Sometimes
these cliques form along Tradition lines, sometimes they center around cabals,
and sometimes they simply represent social or political groups.
Chantry-versus-Chantryconflicts form some of the easiest stories to frame
in Laws of Ascension. Unlike faction feuding, Chantry conflicts can easily flare
up into exchanges of magical or mundane violence, and little quarter is typically
i given on either side, especially when vital resources such as Nodes are at stake.
These story types are fairly straightforward, and they can be the most powerful
ii ones as well, depending on whether the players want a want to create a shadow
war of double agents and secret meetings or a very real war that actually bums
Quintessence and spills blood on the streets. It's usually just a question of how
much the Storyteller wishes to emphasize politics or violence in the game.
When building stories about rivalrieswithin the Chantry, a Storytellerhas a few
:: immediateoptions.He canstressopenand entrenchedfeuds, in whichdifferentcliques
P don't hesitate toshowtheirdisdainforeachotheranddotheirbesttoaltematelyignore' and persecute members of other cliques. In this type of story, only dire issues such asI
the defenseof the Chantry itself canrouse any collectiveresponse.New mages are not
certainly immune to being sucked into these conflicts, whether they like it or not.
I, Characters in those situations must choose their allies carefully and be careful to not
' appear too sympathetic to members of another clique, even by accident.
Another option is to have a Chantry that appears to be unified, but is
actually a simmering cauldron of rumors, love affairs, hidden dislikes and other
explosive events, which those in charge just barely keep in check. Mages in this
environment must swim these dark and tossing waters even as they keep up a
.
robert wheeler (order #16032) 6
facade of friendliness to everyone,and they must remember that making friends,
cutting deals or even just falling in love can have dire consequences.
CABALS
A mage’s cabal is often the only real family she has left. The people in her
cabal are the only ones who understand her new life, face her problems with her,
and who she can count on to back her up when she needs it most. Even if the cabal
formedoutofamore pragmaticconcern-such asmutualprotectionor advancing
some collective interest -and not due to any particular ties of friendship, the
members of a cabal know that they can trust and depend on each other.
Cabals used to be composed of members of one Tradition, but this trend
broke down in the last century. Faced with the Avatar Storm and the end of the
Ascension War, most modem mages are glad for any company they can find. Of
course, even the tightest cabals can still fall victim to the same problems that
groups of friends or associates do in everyday life. Jealousy, ambition, romantic
fallout, petty feuds, buried grudges or even simple differences of opinion can all
stir up divisive conflict within a particular cabal.
Since they tend to form these groups on their own, the basic interactions of
the players naturally generate many cabal-oriented plot lines, as different cabals
come into conflict and members’ attitudes change over time. Those players or
Storytellers looking for additional motivation or ways to approach stories about
cabal conflicts should think about that original battleground of personal associa-
tion: high school. Remember how the different cliques used to butt heads, often
over the smallest and stupidest things?Thinkabout how your own circle of friends
always seems to have some crisis or another going on, be it a love triangle, two
people who aren’t speaking to one another or some other interpersonal turmoil.
Keep that social dynamic in mind and extrapolate from it the behaviors of
cosmicallyenlightenedfolks with gigantic egoswho are waging a largely one-sided
and desperate battle against the ultimate symbol of authority. From that perspec-
tive, it’s not hard to see how conflicts can arise between or within cabals.
I
RANKAND REPUTATI~N
When the Council ofNine formed, one of the first initiatives that the Order
of Hermes took on was to establish a standard system of ranks and titles, so that
mages would have a universal means of recognizing magical accomplishment.
Mages tend to be rather highly competitive by nature, so keeping up a strong
public image is a point of both pride and necessity for many wizards.
Reputation is the game measure of a mage’s standing among others of her
kind, and it is measured in Traits. It usually stems from a proven level of magical
accomplishment, although it can also be a function of holding some official
position in the magical community, such as a Chantry head or faction leader. A t
mage may also gain Reputation Traits by being influential in a city’s business I
community, pulling off impressive magical feats, foiling the plots of rival groups 1 1
or by simply catching the right eyes at the right time.
Anyone taken into a Tradition immediately receives the Trait: Accepted. ,
Those without this Trait cannot be subject to Tradition justice save for the most ; ,
serious crimes, but they also cannot expect aid, shelter or even civil treatment
from proper Tradition mages either. Different Traits are bestowed at each rank, ,
as shown in the following chart.
-
h,qb 9’ 1
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A character who has earned both the Apprentice and Initiate levels of a
Sphere qualifies as an Initiate. She becomes a Disciple when she earns the first
Disciple level in a Sphere, and she becomes an Adept when she earns the first
Adept level in a Sphere, and so on. A character can earn each Reputation Trait
only once, upon attaining that level of mastery of a Sphere for the first time.
Therefore, if a character earns Promising for his advancement in the Life Sphere,
A he will not earn it again if he demonstrates the same degree of mastery over the
Prime Sphere. He has alreadyproven that he possesses that level ofenlightenment.
Troupes should feel free to invent ReputationTraits to suit their own stories
and the deeds of the characters receiving the Traits. For example, a mage who
turns back a terrifying Nephandi assault might earn a Trait like Fearless or Nobk.
A Chantry leader might be considered TrustedorRevered by the local cabals, and
a wizard who establishes a homeless shelter to give hope to the downtrodden
might receive one such as Wise or Understanding.
Here are some common uses of Reputation:
Youmay add your ReputationTraitstoyour SocialTraitsduring anapplicable
Social Challenge. (Note: You may not do so in casting a magical Effect unless the
Storytellerspecificallyapproves of such usage in advance.) You must announcesuch
ausagebeforeresolving the challenge,however,since the target can choose to ignore
your Reputation and force you to rely on your normal Social Traits. Since most
Reputation Traits derive from accomplishments rather than social acclaim, such a
snub is a serious insult in Awakened society. Even if he wins the challenge, the
offending character can expect lasting enmity and possibly even someform of formal
punishment. Someone who ignores the Reputation Traits a bully is using to
intimidate him might get away without too much trouble, but amage who disregards
Reputation is a measure of a character’s creditability, as well as the general
I regard her opinion receives in magical circles. In any formal debate between two
characters that pits one mage’s word against another, in which no clear resolution
presents itself, Reputation is the tie-breakingfactor. In all suchcases, the character
with the most Reputation Traits is the one whose word is more likely to be
accepted. However, those who get caught making false charges and relying on
their Reputation Traits to save them lose face quickly and usually suffer other
punishments as well. Reputation is also typically the deciding factor in detemin-
* ing which plan of action a cabal or Chantry takes when multiple valid plans are
on the table and there’s no other way to determine which one to pick.
e
: another’s Reputation for no good reason can expect some serious consequences.
I
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One character may give Reputation Traits to another to show his favor,
although the individual to which he gives the Reputation Trait must return it
immediately upon the asking. This system is the basis for scenes in which lowly
characters get by guards or gain audience with a powerful being because they’re
acting on behalf of a more respected character. However, if the bearer loses this Trait
in a challenge, it is gone for the duration of the story, so be careful about whom you
support. You can use loaned Reputation Traits exactly as you would use your own,
but you can give only one Trait of Reputation to any one person in this fashion.
Anyone may remove Reputation Traits from characters of a lower rank than
themselves at a cost of one Reputation Trait per Trait to be removed. Removing
Reputation Traits also involves performing an appropriate smear campaign in
character. Only mages of the same Tradition may remove a character’sAccepted
Trait. Removing Reputation Traits is a costly but effective way of showing one’s
disdainfor a less experienced wizard and letting him know who really runsthe show.
Alternatively, a group of characters of lower rank can remove the
Reputation Traits of someone higher up the ladder than them, provided that
they all have more Reputation Traits between them than their target has.
Accepted Traits do not count toward this total, unless all of the characters are of
the same Tradition as their target. This system provides younger mages a way to
fight back when more experienced wizards try to rule them through force of
Reputation alone. They had best beware their own success, though. No mage is
going to suffer in silence as a bunch of young upstarts give his image a black eye.
Reputation Traits cannot be granted by any particular system of game
mechanics. A mage must earn these Traits through great deeds, honorable conduct
and exemplaryactions in pursuit of their Tradition’sgoals. Character input figures into
the process as a measure of public opinion and approval,but only the Storytellergives
out Reputation Traits. Reputations are fragile things that are hard to build and all too
easy to lose, so mages who play the statusgame had best be ready for a long and difficult
road. Even still, the potential rewards are worth the effort for those who pursue them.
Orphans, Hollow Ones and other Disparates begin with no Reputation
Traits, and they cannot gain any from Tradition mages. On the flip side, they
suffer no tangible consequences if they choose to ignore the Reputation Traits
of a Tradition mage either. They might actually gain respect in the eyes of their
fellows for a well-timed snub of this nature. Of course, they must still watch out
for any revenge plans the slighted mage might be cooking up, because being
shown up by a lowly Orphan really sticks in a Tradition mage’s craw.
A t the Storyteller’s discretion, Hollowers and others like them may
receive Reputation Traits in regard to their own kind, which function just like
normal Reputation Traits in eveh way. However, they never apply to Tradition
mages, just as Tradition Reputation Traits do not apply to them. The social ~
games the Disparatesplay can be just as vicious as any Tradition politics, and this
system adds another level to games with a substantial Orphan presence.
, ~
TRADITICBNTUSTICE
Even though the Council has fallen, a system ofjustice still exists among the
Traditions, and mages who violate that system’s laws can expect to be brought
before some sort of formal tribunal eventually. Considering the magical and
mundane resources a gathering of mages can bring to bear, it is usually not
robert wheeler (order #16032) 6
terribly difficult to ascertain a subject’s guilt or innocence. Mind and Time rotes
are common investigative measures, not mention highly effective ones, al-
though all of the other Spheres and a host of mundane Abilities can play a part
as well. Resisting the use of investigative rotes performed by a tribunal is usually
considered an admission of guilt, unless the accused can prove that some foul
play might occur during or as a result of their use. Suffice it to say, however, there
are seldom many doubts as to the veracity of these verdicts, so most mages accept
the punishments that are handed down, however sorrowful it may be to do so.
When it comes to crimes themselves,each Tradition has its own particular
notions of what counts as a crime, and they police their own on such subjective
matters. (See the Tradition descriptions in Chapter Two for a general idea of
what they do and do not find acceptable.) However, there are some crimes that
all Traditions recognize, and they will go to great lengths to punish those who
commit them. The type of punishment depends on the severity of the crime of
which a mage is found guilty, and it can be anything from temporary ostracism
to a permanent mark of shame to the destruction of an offender’s very Avatar.
Certaimen
Two mages who exhaust normal channels of resolving a dispute sometimes
turn to certzimen, a wizard’s duel that pits the mages’ skill with their Spheres
against each other. Certzimen is traditionally performed with at least one witness
who acts as a judge, and it is almost always non-lethal. Indeed, it was invented as
an alternative to the blood feuds that were too popular in darker times. To avoid
Paradox, certamen is almost always performed in a Chantry, although Hollowers
and others without many mystical resources occasionally practice so-called“gutter
cert6men” in back alleys and smoky clubs. Within a proper certzimen circle,
k however, mages have free rein to conjure all manner of Effects, since certzimen
never incurs Paradox. The ultimate goal of a certamen is simple: You do not attack
your opponent directly, you destroy his reservoir of QuintessenceTraits.
To this end, each mage uses his Spheres to form a gladius, an aegis, and a
i locus. The gladius is the attacking Sphere that the mage uses to launch his
assaults on his opponent’sQuintessence. The aegis is his defensive Sphere, and
it governs how he must attempt to thwart his opponent’sstrikes. The locus is the
Sphere that represents the mage’s Quintessence Traits. A mage may switch
which Sphere he is using for any one of those three purposes at any time, but
doing so takes up his action for the turn. In addition, a given Sphere cannot be
used for more than one of these purposes at a time. Finally, for each successful
attack that slips past an opponent’sdefenses, the attacker destroys one of his foe’s
:: Quintessence Traits, and the first person to destroy all of his opponent’s
Quintessence is the winner. As part of the certamen oath, the loser is expected
to accept defeat graciously and live by it.
Running certzimen is primarily a descriptive exercise, based on the Spheres
eachmage is using. For example, an attacker using a Forces gladius may declare that
she is manifesting it as a bolt of flame and lashing out at her foe, while her opponent
(usingMatter as his aegis) declares that he is conjuringa wall ofwater to douse her
flames, and so on. Certzimen can be over in seconds or hours, but it is seldom dull
to watch. Regardless of what dramatically descriptive forms they take, though, all
strikes, blocks and dodges are resolved like normal magical tests and retests using
, ‘
1
.
I ,” the Spheres involved. The order of challenges likewise proceeds normally.
robert wheeler (order #16032) 6
Storytellers should emphasize the wits and ingenuity of the mages involved
over strict systems as much as they can, however, and possibly even offer bonus
Traits or other benefits to players whose attacks or defenses are particularly
clever. Certhmen is supposed to be a battle of wits and magical prowess, not a
showcase for brute force and Trait-stacking.
Ostracism
A form of collective shaming,ostracism is the typical punishment for those
found guilty of spilling secrets unwittingly, disrespecting an elder mage, wasting
Quintessence on unnecessary magic, harming or manipulating Sleepers for no
good reason, feuding with a fellow cabal or Chantry member for petty reasons
or other lapses of judgment that are not necessarily especially dangerous, but
which still warrant asubstantive punishment of some kind. Ostracized mages get
the proverbial “silent treatment” from their fellows for a proscribed number of
days or even weeks. During this period they are also denied further instruction
by their mentors or access to libraries or other magical resources, in order to give
themmore time to thinkabout their crime. They may also be required to perform
menial tasks to teach them proper humility. While they will not be denied aid
in an emergency, this otherwise total loss of personal contact often proves very
effective at ensuring that the offender doesn’t repeat his mistake. This is the
most common form of punishment in most Laws of Ascension games.
Branding
More serious crimes may get an offender branded, permanently marked by
magic for all to see. Branded mages lose all Reputation Traits, they are
removed from any leadership position they might have held, and they can be
banished from the area. Some may even be declared Errants by their Tradition
if the crime is serious enough.
In addition, they are two Traits down on all Social Challenges with mages
who know their status (which is usually obvious, either to mundane sight or Prim
magic). Breaking solemn oaths, leaking secrets intentionally (as long as no deaths
arose from them), attacking another mage without provocation, wantonly killing
one abusing Sleepers, destroying a Wonder or committing other clearly inten-
tional acts that represent a serious disregard for the lives and trust of other mages
are all potentially worthy of branding. Brands cannot be removed without a great
amount of effort, and word of the offender’s deeds usually travels quickly enough
to make removal of the actual mark a moot point anyway. This punishmentshould
be rather infrequent in most games, since it usually means that a character must
depart the chronicle. When it is necessary, the Storyteller should ensure that it is
enforced, or the attitude toward Tradition justice will quickly become too relaxed.
Death
Mages who commit depraved acts such as rape or kidnapping, who betray a
Node or Chantry to enemy forces, who spy on and/ or betray fellowTraditionmages
for any reason, or whose deliberate actions of any kind bring death or serious injury
to other mages are usually sentenced to death. These kinds of crimes stain souls,
spread needless misery and set back the efforts at Ascension that lie at the heart of ,
allTraditionactivities,and that simplycannot be tolerated.Even if themagedidnot ! ,
specificallyintend to end someone’slife (say,he leaked secretsto someone who later
utilized that knowledge to kill another mage), he may still be sentenced to death,
since he knew that the original act was wrong and went ahead with it anyway.
robert wheeler (order #16032) 6
The penalty of death is still not a common sentence, but most mages aren’t
in the least bit squeamish about enforcing it when it’s called for. Many still
consider themselves at war, after all, and one cannot afford to be undermined from
within during a war. Obviously, both death and Gilgul should never be used lightly
in a chronicle, since they put an end to a character once and for all. Storytellers
should make sure that these punishments are not applied inappropriately.
Gilgul
Mages who commit the most irredeemably foul, vile, and unspeakable acts
of murder, betrayal and corruption are sentenced to Gilgul- the destruction of
the Avatar itself. This punishment prevents the mage from being reincarnated
and destroys any magical talent the subject might have, so it is performed only
when it is determined that there’s absolutely no chance to redeem a particular
mage, in this lifetime or any other. Most of the time, such an immense
pronouncement is reserved for the Nephandi, since their blasphemous ways
leave an indelible taint on the souls they touch. Unfortunately, even untainted
mages are capable of performing hideous acts without any outside help at all.
Naturally, no mage will submit willingly to such a punishment, so offenders
are usually restrained physically and magically before the sentence is carried out.
Once the ritual is completed, the accused is either released (often after being
mind-wiped as well) or executed, depending again on the overall severity of his
crimes. Some criminals are deemed too dangerous to live, even after such a
terrible punishment, while others are let free, to live out the rest of their lives
as a broken shell. It’s anybody’s guess as to which fate is worse

Revision as of 19:08, 1 July 2025

TRADITION POLITICS

Life is like high school, only with money.

-Frank Zappa

Many young mages assume that enlightenment will bring about tolerance, understanding and an end to the kind of petty politics that runs rampant in the mundane world. Unfortunately, such isn’t usually the case. Mages are as famous for their egos as their abilities, and feuds can last decades or even centuries as one group of mages tries to assert its dominance or its paradigm over another. Even within a Tradition, various cliques and factions vie for recognition and control of resources. Mages who don’t mind what they say or who they say it to can quickly find themselves outcasts.

THE COUNCIL OF THE NINE

Once, the Traditions had a dream of unity, in which all mages would work together to achieve Ascension and restore the Mythic Ages to humanity. At the pinnacle of this dream stood the Council of Nine, a collection of the wisest and most powerful mages of each Tradition who would oversee everyone’s efforts and provide a neutral ground for the exchange of ideas and settling of grievances. Sheltered in a Realm known simply as Horizon, the Council met for several centuries, weathering the worst times on Earth and encouraging the bursts of creativity and invention that kept magic alive as the Technocratic Union spread across the globe. As the Hermetics and their numerologists well know, nine is a number that represents the highest synthesis of power.

Destiny can be cruel, however,for a combination of political infighting and a crippling invasion have recently brought the Council crashing down. Nothing has been heard from Horizon since the Avatar Storm began and the Gauntlet strengthened. Even many Masters on Earth disappeared or fled to seek refuge from a world that balked at their magical presence.

As a result, the Traditions are left without much of their senior leadership, and the mages of Earth have begun adjusting to the reality of those changes. Some hotheads have responded by pointing fingers and laying blame, which has only increased the tension between Traditions. Other mages are searching desperately for some way of contacting the surviving Councilors. Many of those mages who remain have simply given up in disgust or despair, thinking that this is just one more sign that the Technocracy has finally triumphed after all.

Many, but not all.

A few dedicated souls still strive to keep the Council’sdream of unity alive. They work in ways large and small to foster fellowship and cooperation between the Traditions and to douse the divisive flames that threaten to consume what remains of the grand design. Theirs is perhaps the most difficult and least certain path of all those that lie before the Awakened, but those who follow it draw from a deep well of strength indeed. Sometimes it seems that they alone remember what the Traditions ultimately stand for:

Hope.

FACTIONS

As individualistic as many mages are, it’s no surprise that different camps and cliques within each Tradition have long struggled to establish their own interpretation of how to uphold the Tradition’s goals. What’s more, the modern age of division and isolation has opened many of these old wounds once again and created more than a few new schisms.

An Apprentice who follows one mentor may find himself snubbed by others of his Tradition, and he not have the slightest clue as to why until much later on in his training. Likewise, those who fail to espouse the “correct”doctrine may find themselves unable to gain access to Chantries, Nodes, mentors, libraries or other Tradition resources, depending on who controls these assets and how they feel about a character’s metaphysical viewpoint. Some Traditions are more lenient than others when it comes to tolerating members of other factions, but !, most mages have an opinion on the matter of factional alliance, even if they don’t choose to act on it. As some seasoned faction players say, choosing not to be on a team is really a team of its own, and no one gets to just sit on the sidelines.

Storytelling disputes between factions is perhaps the ultimate exploration of delicate alliances, double entendres and the well-timed snub. Since outright battle is strictly frowned upon by all Traditions (although it does still happen occasionally), and harsh penalties follow those who shed the blood of fellow Tradition members, mages of differing factions must wage their wars subtly and kill each other with a thousand tiny cuts. Since most Tradition members appear to embrace the same philosophies on the surface, the slightest difference in metaphysical phrasing can carry immense political and social consequences. A rejected invitation can become a declaration of war, and a remark that was meant as merely a passing comment can earn a character powerful allies... or lasting enemies. Turn the paranoia factor up, make the characters feel they must look into the motives of their fellow Tradition members at every turn, and make all contact with others of their kind seem significant