Inspiration for this was gained from here: http://forum.theonyxpath.com/forum/m...natural-merits Mechanics are shamelessly plucked and stitched together from Demon: The Descent, Summoners, and in part the Changeling 2E spoilers. I tried to keep it so that just about anyone or anything could use these rules, while still leaving the unique deal-making abilities of specific splats relatively unique. Demons are still the only ones who can Pact for Cover, Changelings are still the only ones who can use Sealings, Oaths, and Bargains. Admittedly, there is still overlap, but I tried to reduce it where I could.
Criticism, suggestions, or comments are always appreciated.
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Generic Pacts
The Chronicles of Darkness are a place of mysteries and hidden secrets, wheels within wheels; the supernatural hides behind the ceremony and tradition of cults, fraternities, and subcultures. The supernatural creatures of the world are inclined to keep matters to themselves partially because they would draw attention to themselves if they, but also because it is the unspoken rule of their societies not to involve those who don’t already know what’s going on. Some intrepid mortals, however, can’t resist looking into the dark until their vision adjusts to what they’re seeing. Some mortals seek out arcane power and occult knowledge, building up their abilities through study and their own experience. Others can’t wait that long, and make deals with the numerous things that live in the dark. These are rules for those who need advantages quickly and are willing to pay for them. Supernatural creatures can also enter these pacts with one another, but generally it is mortals who desire the serious boost in power. Most supernatural creatures can take the power for themselves anyways. With Storyteller fiat, mortals with Supernatural Merits can be the one granting power to another. Contracts require a physical vessel that outlines the terms of the deal, but even if the pact is nullified the benefits persist.
Benefits
Assets: The most common benefit of a pact, and typically the one that those who enter a pact are most interested in, is what you get out of it. These are the temptations people are willing to risk hell for. Generally speaking, Assets are supernatural-to-mortal only, but there have been cases of mortals paying supernatural creatures absurd amounts of money to retain their services. The means by which the Assets are granted vary from supernatural to supernatural- Unchained tweak reality, Awakened can use magic to do the same, Changelings witness pacts to the Wyrd, and Ephemeral Beings can leverage sheer metaphysical might.
For supernatural creatures bargaining with other supernatural creatures, substitute Merit dots for powers with the appropriate Experience cost if you so desire and if the Storyteller allows it.
Terms
Duration: Basically, how long you are indebted to the supernatural creature. Most occultists actively seeking pacts only take the Permanent duration- why would you do anything less? However, supernatural beings trying to get their hooks into mortals will often supply temporary, but potent, pacts to lure them into making increasingly steep deals of their own volition. Alternatively, maybe the mortal only needs assistance for a short period of time, or thinks they can make due with a temporary power boost. A pact ends prematurely if the vessel outlining terms is destroyed.
Just That Good: Ever heard of the one about the lawyer and the genie? Sometimes, making deals is more than just something that people do as a matter of social interaction; it’s an important part of their lives. Knowing a bad deal when you see one would probably save the lives of hundreds of would-be occultists yearly. Some appropriate supernatural merits can fill in as well.
Using Pacts in the Story: The system above is generic and open ended, with the intent of being able to model everything from mortal dealings with Ephemeral Beings, conditions of becoming a Ghoul, becoming a Mage’s apprentice, and anything else you can think of. They’re great for Experience-light games, where a pact grants significant power for the added bonus of an easy addition of drama to the plot.
Criticism, suggestions, or comments are always appreciated.
*****
Generic Pacts
The Chronicles of Darkness are a place of mysteries and hidden secrets, wheels within wheels; the supernatural hides behind the ceremony and tradition of cults, fraternities, and subcultures. The supernatural creatures of the world are inclined to keep matters to themselves partially because they would draw attention to themselves if they, but also because it is the unspoken rule of their societies not to involve those who don’t already know what’s going on. Some intrepid mortals, however, can’t resist looking into the dark until their vision adjusts to what they’re seeing. Some mortals seek out arcane power and occult knowledge, building up their abilities through study and their own experience. Others can’t wait that long, and make deals with the numerous things that live in the dark. These are rules for those who need advantages quickly and are willing to pay for them. Supernatural creatures can also enter these pacts with one another, but generally it is mortals who desire the serious boost in power. Most supernatural creatures can take the power for themselves anyways. With Storyteller fiat, mortals with Supernatural Merits can be the one granting power to another. Contracts require a physical vessel that outlines the terms of the deal, but even if the pact is nullified the benefits persist.
Benefits
Assets: The most common benefit of a pact, and typically the one that those who enter a pact are most interested in, is what you get out of it. These are the temptations people are willing to risk hell for. Generally speaking, Assets are supernatural-to-mortal only, but there have been cases of mortals paying supernatural creatures absurd amounts of money to retain their services. The means by which the Assets are granted vary from supernatural to supernatural- Unchained tweak reality, Awakened can use magic to do the same, Changelings witness pacts to the Wyrd, and Ephemeral Beings can leverage sheer metaphysical might.
For supernatural creatures bargaining with other supernatural creatures, substitute Merit dots for powers with the appropriate Experience cost if you so desire and if the Storyteller allows it.
- Lesser (1): A one or two dot Merit. Increase a Merit by a dot. A Specialty or a Skill dot. Regain a dot of Willpower or Integrity.
- Medial (2): Three or four dots of Merits. Increase a Merit by two dots. Up to two Skill dots or four Specialties. An Attribute dot.
- Greater (3): Five dots of Merits. Increase a Merit by three dots. Up to two Skill dots and a Specialty. A Power Stat dot (Supernatural Only).
- Lesser (1): An Availability 2 Service. A favor equivalent to two dots of Allies or Retainer, depending on the nature of the request.
- Medial (2): An Availability 4 Service. A favor equivalent to four dots of Allies or Retainer, depending on the nature of the request.
- Greater (3): An Availability 5 Service. A favor equivalent to five dots of Allies or Retainer, depending on the nature of the request.
- Lesser (1): A nearly effortless task to performed constantly on behalf of the supernatural creature. Up to two points of Lethal damage or an Availability 1-2 sacrifice. Permitting the Fetter Manifestation to be used on you as a one-time occurrence. Giving up two dots of Merits, a Skill dot, a Willpower dot, an Integrity dot, or a Specialty. This could be as mundane as cutting yourself off from a particular social group, or as esoteric as disfigurement, sacrificing knowledge, or other intangibles. Becoming a one or two dot Retainer/Ally for the supernatural creature. Accept a relatively minor Condition.
- Medial (2): A difficult task that could risk a Breaking Point. Up to four points of Lethal damage, an Availability 3-4 sacrifice, or the ritual sacrifice of an animal. Giving up four dots of Merits, two dots of Skills, four Specialties, an Attribute, two Willpower or Integrity dots. Become a three or four dot Retainer/Ally for the supernatural creature. Permanently become a Fetter for an Ephemeral Being, or permit the one-time use of the Possess Manifestation. Accept a detrimental Condition that will cause you more than a minor inconvenience.
- Greater (3): A task that could risk death and is definitely a Breaking Point. A human sacrifice, an Availability 5 sacrifice. Giving up five dots of Merits, five Specialties, an Attribute, two Willpower dots- alternatively, your Soul. Become a five dot Retainer/Ally for the supernatural creature. Accept the Controlled Condition for an Ephemeral Being. Accept a Persistent Condition that will cause serious issues.
Terms
Duration: Basically, how long you are indebted to the supernatural creature. Most occultists actively seeking pacts only take the Permanent duration- why would you do anything less? However, supernatural beings trying to get their hooks into mortals will often supply temporary, but potent, pacts to lure them into making increasingly steep deals of their own volition. Alternatively, maybe the mortal only needs assistance for a short period of time, or thinks they can make due with a temporary power boost. A pact ends prematurely if the vessel outlining terms is destroyed.
- Day (0): A junkie’s first hit: usually a simply demonstration on the part of the supernatural creature- gratis -to show what they can offer.
- Week (0): Just enough time to get the mortal to rely on what they’ve been given- or accomplish something important.
- Month (0): Lasts a month, exactly. Not the supernatural creature’s fault that some months are longer than others, or that it could end at an inconvenient time.
- Year (2): Great for establishing a longer term hold on a mortal, but without the inconvenience of monthly renegotiation. Fae creatures are fond of adding “and a day” to such durations.
- Permanent (3): Exactly what it says on the tin. If a permanent pact is nullified, the supernatural participant suffers a number of points of Bashing damage equal to their Power Stat. If the supernatural participant is a mortal with Supernatural Merits, they suffer (10-Integrity) points of Bashing damage.
- Immediately or At Will (0): The rewards of this side of the pact only come into effect when the signatories touch, or are effective immediately. Common for rewards granted at the cost of ‘a favor at a later date’.
- Specified Date (1): The Benefits of this side of the pact only come into effect at the specified date and time. If one signatory dies before that time, the pact does not count as broken.
- Conditional (2): The Benefits of the pact are delayed until a specific condition is met. Some supernatural creatures will list several conditions, with the pact considered fulfilled on the success of any one. Each additional condition added past the first adds (1) to that side of the pact.
- Speculative: A special form of Conditional pact that relies upon something that the mortal on the receiving end of the pact doesn’t yet possess, like, say, a firstborn, or a business. This adds a point of Willpower to the cost of enacting the pact.
Just That Good: Ever heard of the one about the lawyer and the genie? Sometimes, making deals is more than just something that people do as a matter of social interaction; it’s an important part of their lives. Knowing a bad deal when you see one would probably save the lives of hundreds of would-be occultists yearly. Some appropriate supernatural merits can fill in as well.
- Lesser (-1): Fixer, Pusher, Spin Doctor, Sympathetic, Table Turner.
- Market Sense, Hob Kin, Enchanting Performance (1-2), Gentrified Bearing, Efficient Dealer, Twilight Judge, Lex Magica. Fast-Talker (1-2). Hearing Whispers, Strings of the Heart, Weakest Link.
- Medial (-2): Fast Talker (3-4)
- Enchanting Performance (3), Impartial Mediator.
- Greater (-3): Fast Talker (5)
- Embodiment of the Firstborn.
- Lesser (-1): Mystery Cult Initiation (1-2), Covenant Status (1-2), Court Goodwill (3-4), Tribe Status (1-2), Order Status (1-2), Mantle (1-2). A sacred text. Library [Occult] (1-2), Encyclopedic Knowledge (Occult).
- Medial (-2): Mystery Cult Initiation (3-4), Covenant Status (3-4), Court Goodwill (5), Tribe Status (3-4), Order Status (3-4), Mantle (3-4). Notes of a true occultist. Library [Occult] (3).
- Greater (-3): Mystery Cult Initiation (5), Covenant Status (5), Tribe Status (5), Order Status (5), Mantle (5). Highly detailed ritual bible.
- Lesser (-1): Lose a point of Willpower, a point of Bashing damage, a -1 penalty to all rolls, a -2 penalty to one Skill, a -3 penalty to a specific roll. The equivalent of a minor Glitch, a mildly inconvenient Condition. Lose equivalent level Benefit.
- Medial (-2): Loss of ability to regain Willpower from rest, a point of Lethal damage, three points of Bashing damage, a -2 penalty to all rolls, a -3 penalty to one Skill, a -5 penalty to a specific roll. The equivalent of a major Glitch, a highly inconvenient Condition. Lose equivalent level Benefit.
- Greater (-3): Loss of ability to spend Willpower, death, Soul Loss, turn Failures into Dramatic Failures, -5 penalty to all rolls. The equivalent of a catastrophic Glitch, a debilitating Condition. Lose equivalent level Benefit.
Using Pacts in the Story: The system above is generic and open ended, with the intent of being able to model everything from mortal dealings with Ephemeral Beings, conditions of becoming a Ghoul, becoming a Mage’s apprentice, and anything else you can think of. They’re great for Experience-light games, where a pact grants significant power for the added bonus of an easy addition of drama to the plot.
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