Professional Documents
Culture Documents
Deals
Deals
Deals
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.
Basic structure
- what the character gets
- 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)
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.)