Pact:

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Pact:

Post by MagicRob on Mon Sep 26, 2016 2:38 pm

Pacts are... really easy to abuse in D:tF.

Towards that end, here are some simple clarifications-

1) All mortal NPCs have a Faith Potential of 2, unless story purposes dictate otherwise (that is to say, if you are interacting with a named NPC, it's possible we wrote a story where they were particular faithful/less, but 99% of the ones you meet won't stand out in this way). UPDATE: With the introduction of the Thrall source material, we're writing NPCs moving forward as Faith Potential 1 plus whatever they buy. This is also going to amend PC Mortals.

2) PC Mortals will have a Faith Potential based on what they buy, but don't expect to go past 3 without truly phenomenal 'this is the point of your character' type stuff. Faith Potential is expensive, but also exceptionally rare. The age of religious martyrs has passed..

3) Your character's total number of Pacts is limited by your Faith score.

4) Because Pacts provide you with an easy method of avoiding death, they can't be free or easy. Wooing an NPC into signing a Pact with you will be long and exhaustive. Not because they won't agree (they probably will), but because finding someone who BELIEVES in you so completely is difficult to build.

5) If you create a Pact with a person and you make them a font of Faith (meaning you can get 1 Faith per week* from them), aside from being a shitty thing to do, this will cost you XP as you raise your Pact background. (even if this is with a PC)

6) When you Pact with a mortal, you can spend 1/2 of their Faith Potential, rounded up, into making them a Font. If you do, you get the spent 'Font Faith' in your weekly Faith. Ex: You find a mortal with a Faith Potential of 3. You can spend 2 of those into making them a Font and get 2 Faith every week. However, it takes TWO of their potential to do that, leaving 1 for other things. If the mortal in question had a 4, you could still only spend 2 on making them a font, but that would leave you with 2 more potential to do something with. It costs the mortal whatever you would gain, make sense?

Example-
If you have a Faith of 4, you can have 4 Pacts. If you have the Pacts background at 2, you will get 2 faith per week* just from having them. If you develop a new pact (with a PC or NPC), you are faced with the option of turning them into a Font. If you do, you need to spend the XP to raise your Pact background to 3. If not, you don't have to spend any XP, but these still count against you total limit of Pacts you can maintain.

Creatures that you Pact with aren't necessarily your BFFs and won't do stuff for you on their own. The background gives you Faith (which is perfectly sufficient for it's cost). If you want them to be useful or like you, you will need to invest dots into them with Allies or Followers. You can, of course, always strong-arm your people into doing stuff, but such things breed resentment. Pacts aren't quite blood bonds, bear that in mind.

7) If the creature you Pact with is someone that you intend to use, or maintain further contacts with, you will need to buy them as a Follower or Ally to represent this bond. Pacting doesn't cost you XP, but having a useful minion *does*.

Cool We found a creative little loop-hole with PC Mortals/Fallen pacts. If you haven't spent XP on the Pact in question (I.E. not made them into a Font), you can break the contract at any time and simply repact them. This creates a weird loophole where you can just repact a mortal every month for whatever skills you need them to have. While that's cute, I'm not fond of it, and we'll be closing that loophole thusly: A Fallen can break a Pact at any time for any reason with the mortals it has pacted to. However, a mortal that has been the subject of a Pact cannot be pact-ed with again until their Faith Potential changes.


Last edited by MagicRob on Tue Feb 07, 2017 3:53 pm; edited 1 time in total

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Re: Pact:

Post by MagicRob on Mon Feb 06, 2017 12:15 pm


We've been having some interesting activity on the board lately as it relates to Pacts, so I figured I'd pen a thing here and go into some of the flavor of a pact as the above clarifications revolve around the crunch of pacts.

To begin, Faustian Pacts (which are the more formal terms that Fallen have for these things) can only be engaged in by Fallen wearing meat suits and mortals. This turns the mortal in question into a Thrall, which is a lesser template and can be applied to certain other supernatural templates (I know y'all want werewolf thralls....). What's important to understand with these sorts of deals is that they are both very old and very new.

In the old days, Fallen could unlock the Faith of humanity to bring them to ever greater aspiring heights. Its one of the primary reasons that Heaven didn't just wipe them off the planet; most of their humans were baller good at something due to their Faith being reworked. However, human worship was what Fallen gathered to charge their Lores and other fantastic works. Bear in mind that olden day Fallen could be as spirits or as flesh as they willed it, and the world was much more accepting of them and their wonders. It was very easy to gather Faith from worship, and it was very easy to work your Lores.

In modern times, you have two sorts of Fallen: those that are as flesh and those that are as spirit. Spirits can only gather Faith from worship. These are largely Earthbound, but theoretically Fallen still in the Pit can be summoned out and offered worshipped Faith in exchange for wonders. Fallen that are as flesh must rely on Faustian Pacts (both kinds can Reap as necessary).

Pacting with mortals is very new. Earthbound can't do it, nor can Fallen still in Hell. Only those that are as flesh can forge and maintain Pacts. This is an odd quirk of the meta that's never fully explained, so PCs will need to research this and study it in order to figure out WHY this is (presuming of course that they care). It's a personal thing. You are literally connecting your souls to one another. While the Fallen remains the dominant force in the arrangement (hence the Faustian), the mortal soul is still rubbing up against theirs. Casually Pacting isn't like casual sex; it's like casual marriage and all the dressings of that arrangement.

On the mortal side of things, humans have for as long as history has been recorded, told stories of fantastical creatures that could offer the mortal their deepest dreams... for a price. Sometimes the creatures are demons, sometimes elves, sometimes spirits of the land, sometimes little gods, etc. Nearly every human culture has these sorts of stories, and they are almost exclusively cautionary tales. It's deeply seated into the human consciousness that things offering to make your dreams come true rarely have your best interests at heart. It's not modern cynicism that keeps these stories going: they come from a time well before modern disbelief.

I'm not going to tell people how to roleplay their characters, mortal or Fallen. However, I've noticed a growing trend for Pacts to be offered in the first scene or two of interaction. While there isn't any system in place to prevent this, there are a few keys to ask yourself before offering or accepting a Pact.

1- Is there something being offered here? Simply revealing yourself to be an Angel of the Lord and demanding compliance isn't enough.

2- Is what's being offered something that the mortal can't achieve on their own? The Fallen needs to offer more than just a job; they have to offer something that the mortal might want to sell their soul for. While this isn't a perfect analogy (and a Fallen could argue that they aren't TAKING the mortal's soul), the comparison is close enough to be used without it being hyperbole.

3- Does the mortal in question truly WANT the thing being offered? This agreement is more than just a handshake. Unlike the legends, simply agreeing to the deal isn't enough. If the mortal is torn about it, if they have doubts, if their belief in the offer isn't absolute, it will fail.

4- Does the mortal in question even have the capacity to believe in you? Most humans have a faith potential of 1-2. A faith potential of 1 is hardly enough to believe in anything. Ironically enough, the higher your faith, the more readily you will believe that this thing you're talking to is capable of doing what they say they can.

These clarifications are designed to stop the impassioned/false emotion loophole that we've been seeing of late. A charming stranger talking to you for a night and then you leave them with your soul, while possible, shouldn't at all be the norm.

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