The Tradition of Pacts

Effort and Effect are manifested by a Patron, the end result is channeled through the mystic exponent.

Patrons in a Pact or Bargain operate using The Tradition of Pacts to gain power through Pacts and Bargains. Pacts and bargains are personal, transactional, done between entities and not institutions and are cemented through Empowered Bonds. Pacts have 2 parts, the requesting entity and the granting entity. Pacts cannot be made for others – it must be through individual engagement. The specific cost, payment, and means of using or triggering the powers gained every from instance to instance of each pact. The terms set for are not normally negotiable. The benefits gained are gained immediately – such is the allure. Essence is used to seal pacts; it is the basic glue but the strength of the pact is sealed in the promise by the servant.

Beseechment

Initially, the requesting entity must beseech the granting entity for power. Such entities who grant such things often will respond to empassioned pleadings accompanied by offerings in a general way. Usually the offerings involve sacrifice, typically of something living. Some may have a direct and formal method through a documented Ritual of Patron Beseechment.

Role-Play ++

This presents a good opportunity for adding Roleplaying elements to the Character.

Sworn and Beholden

Patronage on bargains differs from traditional mystic modes in that it is a direct, reciprocal exchange of value. It can be limited in time, scope, or constrained in any other set of circumstances. The boundaries and exchange are specified in a set of protocols

Patron’s Traditions

Bargainers Protocol

Parties to the Accordl; Contact process… Ritual? Ceremony?
An initial Offering/Appeasement to achieve contact?

  • Granter: The Principal or entity that supplies the effort and source to trigger the specific powers and/or effects of the Accord’s Granted Benefits.

Traditional Patronages

Elan Building: This particular activity, along with Mystic Offerings to or time serving a Prime Entities, Time in Service to Prime Institutions or Entities, acquiring knowledge and experience arduously and over great amounts of game time (beyond Character Inception), Acts altering the outcome of great conflicts or the lives of many in general, and enhancing capabilities to an epic level can all build Elan.

Need ideas for role-playing this? See the Players Roleplaying Guidance or ask the Game Master how it is best expressed in your setting.
No matter what restrictions exist in the setting you use, many GMs will allow anything with the right character backstory.