Group Infamy

Source: Eberron: Rising from the Last War p. 70

Group Infamy

dice: [](group-infamy-erlw.md#^group-infamy)

dice: d6Notorious Element
1Tattoos. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work.
2Outfit. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory.
3Infamy. Your group is linked to an infamous crime, one that remains the talk of the town.
4Idols. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They’re not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair.
5Legitimate. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You’re part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder.
6Legends. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way.
^group-infamy