Pacts

When you use the Make a Pact Camp Action, charge one spell component of your choice for each pact made. This charge may be spent in lieu of spending a Resolve to cast the spell, though additional Resolve must still be spent to grant the spell increased power.

Each component may be charged only once. Your pact lasts until broken or until the spell is cast. Components remain charged until the spell is cast or until you break the pact. If you break the pact, draw on the maleficence table.

Devour the living

You may only eat creatures that are yet living when they pass your lips: maggots, shrimp, mice, infants. If you did not bring these creatures (which are hard to carry and keep), you can test fate with Cups as a Camp Action to see if you can find any in the Underworld. If you fail, you are treated as starving (Break bread). If you succeed, you find enough vermin to keep yourself fed comfortably.

Forego armor

You may not wear armor or helm or wield a shield of any kind, regardless of its construction.

Forego skins

You may not wear the skins or furs of a beast, or anything derived from them (such as leather). You may wear woven garments of linen or cotton.

Forego weapons

You may not touch, handle, manipulate, or wield weapons of any kind—not even a rolling pin used as a club. Any weapons you own must be bound in cloth and lashed to your pack. Wands, curiously, do not count as weapons.

Forego wood

You may not wield, touch, or carry anything made of felled wood. You may not carry a torch, shield, or club. You cannot enjoy the benefits of a fire if that wood was bought with gold in the City (for that wood was certainly felled)—instead, you must sit outside of the fire’s light and heat. Wands, since they’re made of willing archwood, do not count towards this prohibition.

Gluttony

You must eat more than your share. You must eat double your normal portion (two rations instead of one) whenever you consume rations or this pact is broken.

Hide your face

You must hide your face behind a mask at all times. Sorcerers might choose masks of porcelain, cloth, wood, bone, or more exotic materials. Wearing a mask incurs disfavor on all social tests, and the GM will accommodate your social encounters accordingly.

Self-mortification

You must purchase and wear a hair shirt under your normal clothing. This causes you to be Stressed. If you take off the hair shirt and clear Stressed, you violate this pact.

Self-mutilation

When you make this pact, you cut runes into yourself. This causes you to take a Wound. If you ever heal this Wound, you violate this pact.

Silence

If you must speak, you must speak in a whisper. People must be very close to you and it must be very quiet to hear your words. If you speak in a loud voice, you violate this pact.

Verity

You must not tell a knowing lie. If you do so, even in jest, this pact is broken.

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