Difference between revisions of "Spooks Guild"
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''"This is my fist. That is your Fetter. This is your Fetter after I've beaten the living hell out of it with my fist. Any questions?"'' | ''"This is my fist. That is your Fetter. This is your Fetter after I've beaten the living hell out of it with my fist. Any questions?"'' | ||
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The Powers of Outrage include Move Object, Realm Grasp, and Realm Strike. The favorite Arconai for a wraith who is more interested in 'messing with' the living than scaring them to death or bending them to her will. Outrage is a pranksters power set and yet can be quite dangerous having one of the only cross gauntlet damaging attacks in game. With spooks it's all in good fun till it isn't and where that line is is up to the individual spook. | The Powers of Outrage include Move Object, Realm Grasp, and Realm Strike. The favorite Arconai for a wraith who is more interested in 'messing with' the living than scaring them to death or bending them to her will. Outrage is a pranksters power set and yet can be quite dangerous having one of the only cross gauntlet damaging attacks in game. With spooks it's all in good fun till it isn't and where that line is is up to the individual spook. | ||
− | [[Wraith | + | [[Category:Wraith]] |
+ | [[Category:Review Content]] |
Latest revision as of 00:42, 2 March 2014
"This is my fist. That is your Fetter. This is your Fetter after I've beaten the living hell out of it with my fist. Any questions?"
Outrage is the art of manifesting your strength of will as a physical kinetic force. It is always a physical or violent effect, and as such it's practitioners tend to follow this description as well. Because Outrage requires a strong and often violent will, it's practitioners come from the violent, fractious troublemakers of society. This guild was originally the more rebellious and primal members of the Haunters guild, but they disagreed on which arconai was best used to affect the realm, and split off to perfect Outrage. Haunters and Spooks still have tremulous relations, as Haunters have never quite accepted their departure and still consider their fascination with Outrage to be a passing phase. Spooks, as one might expect from a more thugish and violent group of people, chafe under the control and expectations the Haunters often impose upon them.
The spooks guild organized themselves mostly out of rebellion with the Haunters guild and as such are not especially suited for a complicated leadership structure. They don't especially relate well with others, even each other and as such tend to form small gangs that pay homage to the guild as a whole, but do their own things when left to their own devices....which is usually causing trouble for mortal and wraith alike. Their disjointed structure makes it difficult to interact with the other guilds, and their services are only in moderate demand making the guild less powerful than some of it's counterparts.
Spooks are free spirits who do their own thing weather you like it or not. While their Arconai is a violent practice, not all of them a brutish monsters, and strength of will can come from many sources. Some Spooks have a knack for organizing their brethren into tasks and will often start rackets or similar scams in the theme of the modern day mafia activities.
The Powers of Outrage include Move Object, Realm Grasp, and Realm Strike. The favorite Arconai for a wraith who is more interested in 'messing with' the living than scaring them to death or bending them to her will. Outrage is a pranksters power set and yet can be quite dangerous having one of the only cross gauntlet damaging attacks in game. With spooks it's all in good fun till it isn't and where that line is is up to the individual spook.