vaelora/Rules/Ability Trees/Profession/Traditions/Pact Magic – The Oathbound Path.md
2025-08-01 09:16:36 +02:00

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### **Description**
[[Pact Magic]] is the art of binding promises into power. Practitioners bargain with [[Spirits]] through solemn oaths, balancing the lure of otherworldly aid against the danger of manipulation and betrayal. Their Reputation among [[Spirits]] is both weapon and shield: those who honor their word are sought after, while oathbreakers quickly find themselves hunted by the Veil.
The _Oathbound Path_ tree represents mastery over [[Pact Magic]], granting tools to craft airtight terms, build networks of trusted [[Spirits]], and enforce agreements. Three primary approaches define Pact Mages:
- **Codified:** The meticulous contract-writer, who uses precise clauses and True Names.
- **Wild:** The relationship-builder, who relies on bonds of mutual trust and favors.
- **Cultural:** The traditionalist, who leans into the ancestral role of mediator between mortals and the unseen.
### **Overview of Tiers and Progression**
- **Tier 1 ([[Pact Magic]] 1+)**: Learn to form basic pacts, craft tokens, and leverage your cultural background with [[Spirits]].
- **Tier 2 ([[Pact Magic]] 2+)**: Access tools to enforce terms, gather information, and escape failed bargains.
- **Tier 3 ([[Pact Magic]] 3+)**: Manage multiple pacts, mediate others deals, and merge temporarily with [[Spirits]].
- **Tier 4 ([[Pact Magic]] 4+)**: Forge multi-party pacts, awaken spirit patrons, and wield apex bargaining power.
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Cunning** or **Attune**.
**Advancement:** Must unlock **Tier 1** before progressing to later tiers.
---
### **Tier 1 Initiate of Oaths** _(Pact Magic 1+, 3 Marks)_
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
| ----------------------------- | ----------- | ------------------------------ | --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Codified - **Ironclad** | **Effect** | Attaches to a pact negotiation | — | Mark one die as **Effect**. If it shows a success, you may **codify one clause** in a pact that cannot be twisted. If the spirit violates it, your **Reputation +1**. |
| Wild - **Spirit Friend** | **Active** | Once per session | **Presence + Attune** | Call on a spirit youve previously bonded with. It appears nearby (if not bound elsewhere). Gain **+1 die** when bargaining with similar spirits spirits. |
| Cultural - **Spirit-Favored** | **Passive** | Always on | — | Spirits from your culture trust you. Gain **+1 die** when bargaining with them and **+1 Volume**. |
| **Token of Faith** | **Active** | 1 Action (scene) | **Wits + Occultism** | Create a **pact token** (talisman, fetish, or charm). Destroying it ends the pact immediately but lets you roll a Wits + Occultism check to prevent the loss of Reputation. |
### **Tier 2 Keeper of the Seal** _(Pact Magic 2+, 6 Marks)_
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
| --------------------------------- | ---------- | ------------------------------ | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Codified - **True Name Research** | **Effect** | Attaches to a pact negoiation | — | Declare you know a spirits **True Name**. Mark one die as **risky**. When it rolls a success you gain a base volume as if your favor offered would have been one category better. If it fails you angered the Spirit and you gain one category less. |
| Wild - **Whisper Network** | **Active** | 1 Action (scene) | **Presence + Attune** | Ask nearby spirits about another spirits reputation, desires, or weaknesses. If your **Reputation ≥ +1**, they answer truthfully. |
| Cultural - **Oath Witness** | **Effect** | Attaches to a pact negotiation | — | Invite a second spirit to **witness the pact**. Mark one die as **Powerful** and gain **Volume according to the dies value**. |
| **Graceful Exit** | **Active** | Once per session | — | You may **walk away from a failed negotiation** without any Reputation penalty, even if the spirit is hostile. |
### **Tier 3 Master of Bargains** _(Pact Magic 3+, 9 Marks)_
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
| ------------------------------- | ----------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Codified - **Codex of Seals** | **Passive** | Always on | — | Maintain **two ongoing pacts simultaneously** without interference. You start to get penalties when you have 3 or more pacts. |
| Wild - **Spirit Kinship** | **Active** | Once per session | **Cunning + Attune** | Allow a spirit to **merge with you temporarily**, gaining access to all its powers for the duration of your pact. This consumes all remaining acts of the Volume. This gives you **+1 Corruption**. If you do this against the will of the Spirit your Reputation drops by 1. |
| Cultural - **Pact Intercessor** | **Active** | 1 Action (scene) | **Cunning + Attune** | You can moderate a pact for another. You bargain with the Spirit but a third person can bring the favour and/or get the benefits of the pact. |
| **Clever Clause** | **Passive** | — | — | Add a secret clause to a pact. If the spirit violates it, you may end the pact immediately without losing Reputation. |
### **Tier 4 Lord of Oaths** _(Pact Magic 4+, 12 Marks)_
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
| ------------------------------ | ----------- | -------------------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Codified - **High Pactwright** | **Passive** | 1 full day downtime | — | You can broker pacts with multiple Spirits at once. You only roll your bargaining check once in a scene where all Spirits you negotiate with are present. The success of your pact is evaluated against the highest Spirit only, all others follow in line. |
| Wild - **Dominion Master** | **Active** | Once per session (1 scene) | **Presence + Attune** | You may temporarily **claim dominion over all spirits you have existing pacts with**. They must obey your commands for the scene as if the (remaining) pacts Volume were doubled. |
| Cultural - **Awakened Patron** | **Meta** | 1 full day downtime | **Cunning + Attune** | Elevate a loyal spirit to **Awakened status**. It becomes a permanent ally unless you betray it (immediately sets your **Reputation 5**). |
| **Pact Immunity** | **Active** | Once per session | — | You may dismiss a pact without officially breaking it. There are no negative consequences, except that the benefits of the pact end immediately. |
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> [!hint] **Design Notes**
>
> - **Reputation and Volume** form the backbone of the path: honorable play boosts your standing, betrayal quickly snowballs.
>
> - **Codified path:** airtight clauses, multi-pact capacity, and true-name control.
>
> - **Wild path:** spirit kinship, familiar networks, and bonding powers.
>
> - **Cultural path:** tradition-bound mediators and witnesses who honor their roots.
>
> - **Generic options:** flexible exits, clauses, and tokens to protect yourself.
>
> - Tier 4 abilities deliver **broad narrative power**: patron spirits, avatar merging, and unbreakable pacts.
>
---
🔥 **Do you want me to add flavorful mini-examples under each ability** (e.g., “Example: Using _Ironclad_ to bind a fire spirits oath never to harm your crew”) like weve done in _Blood Sorcery_? Or should we **start the same full-format rebuild for another [[Magical Tradition]] next** (e.g., [[Spirit Binding]], [[Alchemy]])?