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Pacts

First and foremost, let's start with the one everyone is going to ask about first: Pacts. Yes, Pacts can be made with player characters. But first…

IMPORTANT DISCLAIMER

Once you agree to a Pact as a PC, you are effectively playing on Hard Mode from that point on. Your splat will almost certainly kill you if they find out what you've done, and few Fallen will think twice about throwing you under the bus to save their own skin. The Demon owns you from that point on. They have you on speed dial 24 hours a day, and they will make you do things you, as a player, will not want to do, and often at the worst possible time, and just trying saying no to them and see what happens. They also have enemies of their own, and now they're going to come to for you, too. Once you take this plunge, there's no going back; only the Fallen can end the Pact at any time. But it's all about risk vs. reward; if you take this risk and play your cards right, you could very well be on the fast track for power. In short, AGREE TO THE PACT AT YOUR OWN RISK. YOU HAVE BEEN WARNED!

With that out of the way, Pacts with regular mortals work as described in the books. I won't waste your time or mine by re-writing those, and I'm willing to hazard a bet that that's not what you clicked on this page to read if you're not here to play a Demon. So without further ado…

Pacts with Supernaturals

After reading the above, you're probably all thinking, “Gee, can't wait until I can enthrall me a Nephandi and Baali and a Shusakhsen and a Black Spiral Dancer and and and and–…” Well, not so fast.

Let's face it. Supernatural Thralls are the Holy Grail for a Demon, and just about everyone knows it, just like how having another supernatural as a ghoul is for a vampire. You're giving them extra power, and now you own them; you have the leverage of taking that gift away with a snap of your fingers, and they will do anything to keep it. Except… that's not really how it works.

A Pact is not a blood bond. The threat of losing what you have given them is leverage, but leverage earns compliance, not loyalty. So to be clear, I am not talking about the Pacts background; once the Pact is forged, you're getting your Faith whether your thrall likes it or not, and they can't back out of that agreement. I am, in fact, talking about the Followers/Thralls background.

Pacts are often made in desperation or out of greed. They might be made in the heat of the moment, a moment of weakness, or because the potential thrall has crossed the despair event horizon and no longer sees any other way out of their current predicament than selling their soul. But eventually, unless that thrall is simply an infernalist by nature (in which case, you should really think twice before agreeing to that Pact), it is going to sink in for them that they've just committed the cardinal sin in the World of Darkness, and pretty much every major faction from every other splat in the universe considers it a crime punishable by death, or worse. They've traded their future for the present. Depending on their own beliefs, they probably also believe they're now all but guaranteed a one-way ticket to hell, and no amount of “No you didn't” from a demon of all things will convince them otherwise.

So, how do you turn someone having an existential crisis into a loyal follower? I'll tell you. And no, it's not as simple as spending points.

Pacts with Vampires

IMPORTANT: As has been pointed out multiple times, information on Pacts with vampires is extremely contradictory within Demon: the Fallen, despite the fact that Infernalism is well-established among Cainites and has been dating back all the way to Enoch. Demon: the Fallen: Storyteller's Guide states that vampires have a Faith Potential of 0 by default, while Dark Ages: Devil's Due lays out actual mechanics for Pacts with vampires, and Vampire 20: The Black Hand: Guide to the Tal'Mahe'Ra and Vampire 20: Rites of the Blood both all but state outright that vampires can and have made Pacts with the Earthbound, if not Fallen in general. So how do we address this for this game?

After much deliberation and working with the Vampire ST, we've come up with the following mechanics for forming Pacts with vampires. Note that these mechanics do not apply to any other splat in the game; All other splats, with the exception of Wraith, are 'alive' in some sense, and thus do have a Faith Potential. Pacts with Wraiths are not possible, no exceptions.

House Mechanics for Forming the Pact:

House Rules:

Possible Benefits to Vampires:

Pacts with Mages

House Rules

Possible Benefits for Mages:

Pacts with Garou and Fera

House Rules

Possible Benefits for Garou and Fera:

Pacts with Changelings

Work in progress; details to be worked out with the Changeling ST. Not a priority unless and until such mechanics become necessary.

Pacts with Imbued

Work in progress; details to be worked out with the Hunter ST. Not a priority unless and until such mechanics become necessary.

Pacts with Mummies and Amkhat

NOTE: It is not possible to form Pacts with any Mummy that uses Balance or the Way (in other words, Amenti and Wu'Tian). This is for Teomalki, Cabiri, Ishmaelites, Amkhat, as well as Shusaskhsen, or any other type of Mummy that uses Corruption instead of Balance, all of which are valid candidates for Pacts. Amenti or Wu'Tian who attempt to form a Pact will find that the Pact simply refuses to take hold, and the Judges will likely have a few choice words for the Amenti the next time they're in Du'at. Wu'Tian should likewise not expect their own masters to approve.

House Rules:

Possible Benefits for Mummies and Amkhat: