"When it comes to drafting occult pacts, a wizard who acts as his own lawyer has a fool for a client"

Nature: Left-Handed Legacy
Parent Path: Acanthus
Parent Order: Silver Ladder & Mammon
Primary Arcanum: Fate
Nicknames: Middlemen, Faustians, Crossroaders, PT's
Soundtrack: Poor Unfortunate Souls - Alan Menken



It's a fact of life that there are mighty and dreadful beings out there, and that quite a lot of them want nothing more than to grant a person vast and cosmic powers in return for having some service or other carried out. But to their lament almost all their prospective customers would recoil at the very thought of making a pact with such a creature of darkness and corruption, having been taught that having anything to do with the likes of demons, acamoth, fairies and their ilk is not only dangerous and fraught with risk, but that it is also inherently immoral to do so. It was here that the founders of this legacy (whoever they may be) saw a market in demand, and decided to supply it.

To put it simply, the Facilitators develop the ability to transfer a supernatural pact or agreement to someone else, letting them reap the benefits of a deal which the PT's have already negotiated the terms for. In this way the Salesmen can potentially provide a staggering selection of gifts, boons, investments, curses, blessings and other effects of a less than mundane nature, even though they themselves could not even hope to perform such feats themselves. They simply….facilitate the transfer, as it were, by drawing up the terms, writing out the obligations and stating what is expected of all parties, often in such a way that the two sides will never even know with who or what they made the deal. As is to be expected, though, the PT's do charge a small fee for their services, selling their pre-written demonic pacts for slightly more than they actually cost.

In no way is is demon, fairy, spirit or being the character makes the deal with aware of this beforehand unless the Faustian tells them, but given that these creatures are more often than not immensely powerful monsters utterly devoid of human morals there's practically no Facilitators who don't make this abundantly clear to their trading partners. Stories circulate among the trainees about the various gruesome punishments have been inflicted on those who were stupid enough to make an infernal duke or envoy from the Abyss think it was swindled or conned. Then again, quite a lot of the more unpopular creatures actually prefer this arrangement, painfully aware of how many people they would like to have as «customers» who patently refuse to deal with such monsters.

The Fine Print

Each member of the legacy can only contain a limited amount of such deals at any one time, as each one lowers their permanent Willpower dots by 1 for as long as it's stored (but the larger and more powerful a deals might occupy more space in the Facilitator's 'inventory'). The problem is that the only way to free up this capacity is when someone knowing accepts one of the pacts of their own free will, which means that if he messes up and gets a bad deal he may be stuck with a 'product' that's hard to sell and takes up room that could be spent on other merchandise.

Here we come to the reason both for why the members are so close-knit and why their fellowship is often compared to an occult pyramid scheme, namely how they deal with each other. While it's true that even the most novice member learns to juggle powers that would dwarf any two out of three Hierarchs they don't have any way to actually create a deal by themselves, and are utterly dependent on summoning and seeking out lethally dangerous monsters in order to do so. And while they have indeed been around long enough as a group to build up an impressive body of lore that not only tells a prospective student how to go about these tasks but also how to survive the encounter, the core of the matter is that not a single Faustian would ever dream of giving his apprentice access to such information for free. Instead those new to the trade must work for everything, paying for what they need by acting as a salesman on behalf of their masters, trying to make customers buy the deals and contracts the higher-ranked Facilitator has negotiated himself. This method of 'delegating' the work to others in return for giving them what they want is the foundation upon which all social interaction is based between the Crossroads Men.

No Such Thing as a Free Lunch

The attainments of the Facilitators are remarkable in that they have more additional-arcanum effects than almost any other Legacy, something which members are quick to point when trying to entice a potential new recruit. What they seldom mention is that unlike other Legacies all these optional effects require separate, additional tutoring on the same level as learning the original attainment. Furthermore, nobody who has advanced this far in the cut-throat world of the Salesmen would ever provide such teaching for free, and since changing tutors can be horrendously demanding (and prohibitively expensive), students find themselves at a distinct disadvantage when it comes to negotiations:

They're effectively stuck with the mentor who initiated them, and if they ever want to advance they must accept his demands, which by now often become extremely demanding, especially when compared to how little was demanded for the initiation. Facilitators claim this is an integral part of the learning curve, as it ingrains the principle of ''the first hit's free'' deeply in the apprentices. Trainees claim it's nothing but exploitative price-gouging. Elders wisely point out that the two points of view are not mutually exclusive…which is really the point, after all.

There is also another thing to consider here: As long as a student has not yet mastered the third attainment he will regularly pay his tutors a 'stipend', namely one experience point at each plot end. Among the many things which goes unsaid but never directly denied among the upper echelons is that this means teachers have a vested interest in making sure their pupils remain pupils for as long as possible, and that they are continually exposed to risky or demanding situations which they can get practical training and insight from, as it will ensure that the initial 'investment' paid for inducting a trainee will continue to be profitable for as long as possible.

This has led to an environment where each mentor tends to have a small gaggle of 'interns' at any one time, pitting them against each other with the excuse that this will promote an atmosphere of healthy rivalry, that the competitiveness is what makes them 'sharp' and well-honed. By only 'promoting' the most efficient and ruthless and sending everyone else on mission after mission the mentor can focus on his other schemes as the xp-revenue will continue to flow almost without stop.



1.Art of the Deal: Can 'store' pacts done with entities & let others use them later, but has -1WP dot per stored 'deal'

2.Drawing up the Contract: ●Can now create a binding agreement/deal between involved parties, as variant Fate-''Oath''.
Violating this contract has same punishment's as oath, but since it's an Attainment effect this sanction can't be dispelled.
●Can also transfer (sell) pre-negotiated pacts, 'stored' with 1st attainment, over to other members of the Legacy.
Death 3: Can buy/sell pieces of an Awakened Soul, equivalent to soulstone (a potential Gnosis dot).
Life 3: Can buy/sell Physical skills, max dots per deal =Life, as well as target's Senses & such features
Mind 3: Can buy/sell Mental skills, max dots per deal = Mind, as well as memories.
Spirit 3: Can buy/sell Social skills, max dots per deal = Spirit, as well as relationships & standing.
Prime 3: Can buy/sell Rotes known, though customer can't use Rote bought without Arcanum dots

3.Seal the Deal: ●Can make more complex & detailed deals, enforced/bound by customized ''Geas''.
●Can make deal generational, passed down to descendants/inheritors number of times=Fate.
●Can buy/sell Destiny merit, dots=Fate
Death 4: Buy/sell years of life, as per ''steal lifespan'', max years/deal = Death; as well as full souls.
Life 4: Buy/sell Physical attributes, max dots per deal = Life; as well as Health, Youth & Beauty
Mind 4: Buy/sell Mental attributes, max dots per deal = Mind; as well as Mental merits.
Spirit 4: Buy/sell Social attributes, max dots per deal=Spirit; as well as (non-magical) Social merits
Prime 4: Buy/sell div magic merits or powers, like Dream merit, Blessings, imparted Numina, etc

Art of the Deal

This is the most important trick any Facilitator ever learns, namely the skill to engage in occult pacts without actually upholding their end of the bargain and then selling that supernatural pledge to someone else at a later time. This works on all binding magical agreements that require the consent of both parties (though the concept of 'consent' can have a limited interpretation here), with notable examples being: Infernal Pacts, Changeling Pledges, dealing with an Acamoth, promised services to an Aeon, Chiminage with Spirits and oaths made with summoned Supernal entities. This list is by no means exhaustive, and the cunning PT's have surely managed to wheedle deals out of the most unexpected and unlikely of targets.

To begin with, the deal in question must be made in the usual way: A demon must be summoned and pacted with, a pledge must be sworn and bound by a changeling or similar fairy creature, an acamoth must be sought out and haggled with, and so on. Immediately upon its completion the Faustian can, with the reflexive expenditure of 1 willpower points, 'store' it in his pattern without it affecting him in any way. The power of the binding still exists, but has been prevented from actually applying to him as a person, lying in stasis until it is given a valid target again. The Facilitator won't be required to pay whatever price he promised in the deal nor will he reap any of the benefits it would have granted, leaving both of these to the customer who buys it.

At any later time the Faustian can transfer the deal to someone else, at which point the contained power will settle into the target as if he was the one who signed the pact in the first place. He has to pay any price stipulated, obey any prohibitions and follow everything the Facilitator agreed to when he made the deal, in return for getting any and all benefits involved as well. The entire process follows all rules and guidelines for the type of binding as if the 'delay' had never happened, as if the new signatory had entered into it on his own at that moment. In this manner the Faustians function as simple conduits, doing little more than transferring the effect between the two parties actually involved in the arrangement.

There are three rather big limits on this: No agreement, pact or solemn vow can be shifted onto an unwilling subject, who must be informed of the details and stipulations he's agreeing to, and finally, the person in question must be a valid target for the intended effect. If a demon can only pact with mundane humans the Facilitator can't transfer any deals he has with it to a wizard or vampire. While he has to tell the customer everything involved in the affair he's free to present these facts as dishonestly as he wants, within the given boundaries. He can use all sorts of sales-tactics known to man and then some, fast-talking, charming, understating, manipulating and otherwise duping his customers seven ways to sunday provided that he never actually lies or directly breaks the rules. Rumours are whispered that some of the Senior Partners in the legacy have been hired by various Dukes of Hell to train their demonic underlings in the finer points of drawing up contracts and twisting the wording to fit their own ends.


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