vaelora/Rules/Magic Traditions/Pact Magic – Power Through Promises.md
2025-08-01 09:16:36 +02:00

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## **Overview**
[[Pact Magic]] is the art of **binding oneself and a spirit to a mutual agreement**. Unlike [[Blood Sorcery]] or [[Spirit Binding]], it cannot summon, compel, or consume. A pactmakers power comes from **reciprocal exchange**:
- The pactmaker asks a spirit for a **favor, blessing, or power**,
- In return, the spirit receives a **concession, service, or sacrifice**.
The bigger the act the pactmaker offers, the greater the spirits support. [[Pact Magic]] requires skillful negotiation, knowing how much to offer without destroying oneself, and surviving the consequences of a bad deal.
- **Codified Pactwrights** treat it as law: contracts are airtight, true names are leveraged, and [[Spirits]] are cornered with clauses.
- **Wild Pactmakers** form kin-like bonds through visions, offerings, or ancestral ties.
## **Mechanics**
### **1. Negotiating a Pact**
[[Pact Magic]] is used only when a spirit is **already present and listening**.
- Roll **Cunning + Attune** as a contested roll against the spirits **Spirit Tier + Dominion Influence**.
- Each side states what they want and what they offer.
- The pactmaker must put forward **something of value** or the spirit will refuse.
- You get -1 die on this role for every simultaneous pact you currently maintain.
**Reciprocity is the engine:** The pact feeds the [[Magic]]. The more costly the offering, the more the spirit is willing to give.
### **2. Outcomes**
- **Success:**
- The pactmaker secures favorable terms.
- The spirit delivers what was promised for the determined Volume.
- Calculate the Pact Volume as described below.
- **Failure:**
- The spirit secures terms **more in its favor** or refuses outright. It may offer a **twisted pact**, claiming a Favor one level higher for a Service one level lower.
- If you accept, the pact is binding; if you refuse, the spirit is free to act as it wishes (usually leaving or seeking revenge).
### **3. Reputation Among Spirits**
Your **Reputation** is a persistent measure of how [[Spirits]] view you, tracked on a slider:
- **Slider Range:** 5 to +5
- Reputation modifies **all bargaining rolls** and affects the **Volume** granted by the spirit:
- **+Rep:** [[Spirits]] are more generous and trusting.
- **Rep:** [[Spirits]] are suspicious, extracting higher prices.
| **Reputation Level** | **Dice Modifier** | **Volume Modifier** | **Spirit Attitude** |
| ------------------------- | ----------------- | ------------------- | ------------------------------------------------------------------- |
| **+5** (Legendary) | +5 dice | +2 Volume | Spirits approach you with offers; even Greater Spirits respect you. |
| **+34** (Trusted) | +34 dice | +1 Volume | Spirits are generous and open to concessions. |
| **+12** (Respected) | +12 dice | +0 Volume | Spirits trust your word but expect balance. |
| **0** (Neutral) | ±0 | ±0 | Spirits treat you like any other mortal. |
| **1 to 2** (Distrusted) | 12 dice | 1 Volume | Spirits are cautious, offering less or demanding more. |
| **3 to 4** (Notorious) | 34 dice | 1 Volume | Spirits may refuse pacts unless heavily compensated. |
| **5** (Hunted) | 5 dice | 2 Volume | Most spirits refuse to deal; some actively seek to sabotage you. |
### **4. Shifting Reputation**
- **Broken pacts:** Immediately shift the slider **1 level** (or further for egregious betrayals).
- **Fulfilled pacts:** At the conclusion of the spirits service, roll **Cunning + Attune** (difficulty = Spirit Tier).
- **Success:** Reputation shifts up one level.
- **Failure:** Reputation stays the same.
- This roll only occurs if the pact was fulfilled **honorably**; tricking or abusing the spirit removes the chance.
> Reputation does **not** shift on every pact, only when a spirits service ends. This keeps the system meaningful and prevents whiplash.
### **5. Determining Volume**
> **Volume = Favor Level + Margin of Success (+/- Reputation Volume Modifier)**
- **Favor Level:** The scale of the offering (see table).
- **Margin of Success:** Net successes from the bargaining roll (05 typically).
- **Reputation Adjustment:** Apply the **Volume Modifier** from your Reputation level.
### **Pact Volume Table**
>[!aside|right show-title] Ongoing Benefits and Volume>
Some pacts grant **continuous effects**—flight, invisibility, protective auras, or other benefits that persist instead of triggering once. These ongoing effects slowly drain the spirits energy over time.
>
**Rule:**
>
> - An ongoing effect consumes **1 act for every scene in which it is relevantly used**.
> - If the effect does not play a role in the scene (no challenge, risk, or narrative weight), it costs nothing for that scene.
> **Example:** You bargain with an air spirit (Volume 5) for the ability to fly.
>
> - You fly during a chase (**1 act**), bypass a canyon (**1 act**), and later use flight to infiltrate a fortress (**1 act**).
>
> - Three scenes where flight mattered = **3 acts spent**, leaving 2 acts for other requests.
>
**Why:**
> - This makes ongoing effects scale naturally with play: the more you actively benefit, the more of the spirits “Volume” is drained.
>- It also discourages abuse without punishing downtime or scenes where the benefit doesnt matter.
| **Favor Level** | **Examples of Offering** | **Base Volume** |
| ------------------- | ------------------------------------------------------------------------ | --------------- |
| **1 Small** | Minor service, small gift, token blood sacrifice, brief labor | 1 |
| **2 Significant** | Valuable item, painful concession, week-long service, small magical debt | 2 |
| **3 Major** | Limb, vow of servitude, powerful relic, year-long debt, risking life | 3 |
| **4 Monumental** | Permanent loss: a soul, entire communitys wellbeing, mortal future | 4 |
### **Volume Outcome (Favor + Margin)**
| **Volume Total** | **Spirit Service Granted** |
| ---------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | The spirit performs exactly **1 act** (one dominion ability at _lesser tier_) **or** serves you for **1 scene** (approx. 1030 minutes). |
| **2** | The spirit performs exactly **2 acts** at its full tier **or** serves you for **12 hours**. |
| **3** | The spirit performs exactly **3 acts** at its full tier **or** serves you for **24 hours** (1 day). |
| **4** | The spirit performs exactly **4 acts** at its full tier **or** serves you for **3 consecutive days**. |
| **5** | The spirit performs exactly **5 acts** at its full tier **or** serves you for **7 consecutive days**. [[Spirits]] of **Greater tier** may use their dominion abilities at full strength. |
| **6** | The spirit performs exactly **6 acts** at its full tier **or** serves you for **14 consecutive days**. |
| **7** | The spirit performs exactly **7 acts** at its full tier **or** serves you for **30 consecutive days**. While serving, the spirit may fully **manifest in the mortal world**. |
| **8** | The spirit performs exactly **8 acts** at its full tier **or** serves you for **60 consecutive days**. While serving, it may manifest and act independently on your behalf. |
| **9+** | The spirit is bound to **ongoing service**: it performs exactly **10 acts** at its full tier **or** remains until the pactmaker fulfills their side of the bargain. While serving, it may **escalate its powers by +1 tier** when performing its dominion abilities. |
### **6. Breaking a Pact**
- The spirit may take what the pact requires immediately and violently.
- All effects granted by the pact end immediately.
- Broken pacts **always shift Reputation 1 level** and permanently stain your name in the spirit world.
## Abilities
![[[[Pact Magic]] The Oathbound Path]]
## **Ongoing Costs**
The greatest ongoing cost of [[Pact Magic]] is **what you must do to keep pacts going**:
- Time, resources, and sacrifices to fulfill your promises can strip away relationships, wealth, and security.
- As obligations stack, pactmakers are often forced into increasingly **drastic trades** to maintain their web of promises.
There is no separate [[Corruption]] track or injuries; the **Reputation Slider** replaces this. Your word is your currency.
## **Roleplaying Pact Magic**
- Every pact has **weight**. Each favor must feel real, and each spirit service is earned.
- Your **Reputation** among [[Spirits]] is everything. Honoring pacts builds respect and generous terms; betrayal makes every deal harder.
- Mortals often seek pactmakers as intercessors, but few fully trust them.
>[!hint] **GM Guidance**
> - Track the **Reputation Slider** as a central mechanic. [[Spirits]] will treat the pactmaker according to their standing.
> - [[Spirits]] should never give something for nothing; ensure offerings and favors are meaningful.
> - Failure and broken promises should ripple outward; word travels fast among the spirit courts.