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Flamepunk: The Guilds
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==Life and Death in the Guilds== '''Benefits''' * Money: Guild members are rich. The more you brownnose and claw your way up the corporate ladder and conform to their ideas the more credit you get. This gives you access to bigger and better and more bindstones. '''Drawbacks''' * The more you subsume self to the interests of the Guild, the less individualistic you become. You become one of the herd, stuck in a rut, indistinguishable from any one of a thousand other indendnats. You wear the same bland clothes they wear, listen to the same dull music they do, and carry the same credit balances they do. Also, bindstones have some type of physical control: you need to push a button or flip a switch or verbally tell it what to do. '''Powers''' * Most people just carry bindstones around. Guild Hellforged have the option of wearing an integrated suit of elemental armor with dozens of bindstones built into it. Hellswords, ash-masks, even a built in class four cipher! No one else is as tough as you are; tattoos and prayers can't stand up to the pure durability of a bindstone when it comes to channeling flame. '''Termination''' * Of course, you can leave at any time, but your contract specifies a 'no competition' clause, so other Guilds won't hire you. Also, all credit balances become due upon termination of employment. '''Flamepunks''' * They may purchase or build their own bindstone equipment and weapons, but rarely at the quality or quantity Guild employees enjoy. 'Punks are viewed and treated by Guild members as thieves or junkyard mechanics. [[Category:Flamepunk|The Guilds]]
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