Sunday 25 June 2017

Sleepers; Pacted


Pacted - Those that believe they owe their existence to something else, Pacted hear the voices of some concept, some powerful being they sold their life to at some dark moment. Pacted struggle between serving their Pact and denying it, often at the cost of trust from their allies. Those dedicated to a concept, spiritualists, priests, addicts. Pacted goals involve contacting their Pact, serving it, pleasing it, or even denying it.

Pacteds' gift is a COLLAR, a powerful item of restraint. Through it the Pact gifts the Pacted abilities like healing or smiting, but can be used to remove power, or cause pain to the Pacted instead. A collar only becomes removed on death / leaving.
Pacted can use Memories to commune with their Pact. This is the Pacted's only direct use of Memories or Hope. While communing, the Pacted can give Memories, Hopes or items to their Pact in exchange for information or help. They may be gifted with new powers, especially in exchange for Gifts.

Embracing Personal Hope, Pacted understand their Pact intimately, rendering them immune to a Pact's pain. What they do then is up to them. With this knowledge, they can blackmail their Pact for ultimate power. Or sever their Pact entirely, destroying the Collar. This will anger the Pact, enabling the once-Pacted to design a counter attack. Or use this counterattack to draw power from the Pact and replace them.

When you create your Pact, choose one from the following;
* A Sacrifice ; You are your Pact's willing servant...
* Chosen by Fate ; You are your Pact's unwilling Servant...
* Connected by a Thread ; You and your Pact are intrinsically linked, in both directions...

When you create your Pact, you choose two descriptors from the following five;
* The All-Powerful; Your Pact is aware of your actions at all times, so knows not only when you are lying, but when you need aid.
* The Anarchic; Your Pact's demands follow no reason, as do their blessings.
* The Benevolent; Your Pact is kind and giving, but their demands are simple and numerous.
* The Judging; Your Pact blesses you when you smite their enemies.
* The Forgiving; Your Pact demands you forgive your enemies, and rewards you for such.

Example

Ideas; "Judas Booth", an animist and visionary deeply connected to the zeitgeist of the everyday world... Haunted by the five Woodpeckers who gifted him his spiritual connection in the form of his hearing aid...

"Curt Vile", ringmaster of the Circus of the Travelling Serpent, servant of Glycon's, The Absurdist Worm; Vile conjures stories from the aether, and praises Glycon for his gift.

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