Deals

You might also like

You are on page 1of 2

2d10 Seven Circles - 2021

Deals
- what are deals?
- why are deals?

Deals
- Characters can make deals with the powerful entities of the other circles. (and sometimes their
own)
- Deals always come at a cost.
- two general kinds: Mechanical and Narrative.
- Some Deals are somewhere in between. (resistance to ageing/unnaturally long life etc.)
- Mechanical deals are those that give extra power or equipment; attribute points, skill levels, talents
etc.
- Narrative deals are those that give extra information; stop the entity from interfering, act on their
behalf etc.
- There is punishment for breaking a deal.

Questions for players


- what do you want?
- who are you going to ask for it?
- what are you offering in exchange?
- why should they be interested in you and your offer?
- what are you willing to accept?

Mark of the Contract


- skin colour or tone (possibly unnatural)
- eye colour (possible unnatural or heterocromia)
- sets of moles etc.
- birthmarks (possibly complex and tattoo-like)
- unnaturally fast growing hair
- unnatural additions; horns etc.

Basic structure
- what the character gets

- what the character gives / has to do.

- length of contract (both how long they keep the benefit and how long they have to complete or
give offerings. These don’t have to be the same)

- geas: punishment for transgressing etc.

Character Gets
-

Character gives/offerings
- tasks (specific actions. Can be multiple. Can be time constrained, shorter time equals better
offering.)
- favours (non-specfic actions. Same possibilities as above.)
- possessions (can be material; gold, gems etc. or immaterial; soul, first child, genuine overt
worship etc.)

Lengths
-

Geas
- damage
- narrative in-opportunity (the birds etc.)

You might also like