Remove these ads. Join the Worldbuilders Guild

Infernal Contracts (rule)

Terms and shorthand

Only the shorthand unique to Infernal Contracts is listed here.
KP

Knowledge Points

HC

Hidden Condition

CR

Combat Rating

Requirements

By default, all checks require the use of the Infernal language. If a character doesn't know the language, they automatically fail Infernal Contract checks.

What can the PCs do?

Skim-reading a contract


Takes one minute to complete (fAct each Turn; concentration) > Only provides the most basic level of information: The names of all signees (usually the devil and mortal), and the general agreement that has been agreed to.

Research the contract

Each attempt takes 8hrs of Concentrating > Recall Knowledge Culture(Can't Take 10/20) DC(see Complexity) check, S=Reduce the Contract's KP by 1d4 +INT (if Key AS = INT > Reduce by 1d8 +INT), F=A warning from the GM...a second F in a row results in you hitting a dead-end, restoring KP to maximum & the N/PC is unable to retry until they have gained a level.

Checks other than Culture

Some contracts may allow for a 'specialised check' utilising a different skill. See the Specialised Skills section below.

Studying for longer periods

Continuing for a subsequent 8hrs > +1 bonus, which stacks.


Duration: 2d10+20 days OR moving to another method of research.

Critical hit


“You're on a roll! The twisting phrases that loop back upon themselves are unwound by your mind.”
— GM
A natural 20 is similar to a critical hit in combat.
Make another check of the same type, S=Roll to reduce KP a second time.

Critical miss

“You misunderstand and are trapped into circular logic.”
— GM
A natural 1 is always a failure, similar to combat.

The contract recovers 2d4 KP. This may exceed its KPmax.

Assist Other action

A.k.a. Help action.
Up to 2 others may attempt to Assist (using the same skill as the Researcher), but the DC is equal to the Contract's Complexity.

Parts of the Contract's statblock

Contract name

This is the name of the type of contract, potentially used by diabolic scholars and infernal barristers.

CR

Usually equal to the CR of the devil that most commonly creates it, but in the case of unique contracts created by demigods such as archdevils, infernal dukes, and Queens of the Night, the infernal contract’s CR can vary (but is rarely over CR20).

Devil

This entry lists the type of devil that most commonly creates this contract.

Creation time

Notes how long it takes for devils without the Infernal Legist feat to have an infernal contract of that kind produced. It represents a combination of the devil’s travel time, its level of influence in negotiating with other devils, the amount of detail worked into the contract’s creation, and the time it takes to return.

At the end of this period (unless the mortal has done something extraordinary to hide himself) the devil returns to the mortal with a contract.

Benefit

This is the benefit the contract grants the signee.

Payment

This lists any alternative payments the devil might accept in return for the contract’s benefit in lieu of a soul. Not all devils are open to alternative payments, in which case the entry should list 'none'.

Description

This entry is a brief description of the style of the contract’s text.

Complexity

An infernal contract’s complexity is equal to [10+(2*Contract’s CR)]. Use this number as the DC for checks regarding this document, if they target KP.

Specialised Skills

This entry lists the skills other than Culture that can be used to research the contract.

Using one of these specialised skills grants the researcher a +2 circumstance bonus on the check, and may require using a different skill other than Culture. Each skill can only be used once per contract.

KP

This entry lists the contract’s maximum number of KP, which function in a similar manner to HP in combat. This is typically equal to (CR*3).

Hidden Conditions

“These are the traps that Infernal Contracts are renowned for.”
Rudolph van Richten, professional monster hunter.
Multiple HCs may exist in a single contract, and can all be used by the devil the instant the contract is signed.

Each HC has a number next to it. When the contract's KP is reduced below this amount, the HC is revealed, but not yet negated.

If called out, most devils will agree to redo the contract, utilising the opportunity to work in a freshly worded set of HCs and restoring KP to maximum.

Termination Clause

Every decently intelligent devil knows to build himself a back door to escape through, if necessary. With few exceptions, each Infernal Contract in existence has a hidden clause that would force a dissolution of the contract.

This 'flaw' is revealed by reducing the contract's KP to 0. However, the flaw itself must be completed before the contract is nullified.

Creating an Infernal Contract


Firstly, although devils are the most common of fiends to create contracts they are not the only ones capable of doing so - almost any being of sufficient power can bring a contract into existence. However, the alignment of the creature affects how it treats the contract:
  • Lawful Evil beings are generally the most trustworthy to stick to the letter of the law they have made.
Secondly, entering into a contract is always a Lawful and Evil action, which may affect your alignment, and relationships with creatures that have any combination of Good and/or Chaotic alignments.

The signee and the fiend verbally discuss what the terms of the contract will be, until both are satisfied. This part is a non-binding agreement, and whatever is promised here may not make it into the contract - however, it would be far too obvious if the promise was missing from the agreement, so fiends always include at least the appearance of the discussed terms into the contract.

The fiend tends to prefer being the one that can produce the Infernal Contract, as it must be created magically and written in Infernal. Powerful fiends can create similarly complex contracts, while less powerful devils often prefer to teleport back to Hell to contact a Contract Devil.

The ability to create such a contract is represented by the Infernal Legist feat.

Two copies of the Infernal Contract are created: one for the fiend and another for the mortal. Fiends tend to secure theirs in vaults somewhere in Hell, as destroying both copies of the Infernal Contract negates it.
If the mortal signee has already died and their soul is already in Hell, destroying the contract doesn't transport them to the afterlife where it otherwise would have been sent. The best they can hope for is to be liberated from their tortures, and their escape is made even more challenging by the fact that her soul is now free game for all of Hell’s various deadly denizens. Moreover, the weight of having made a deal with a devil stays with a soul for the rest of its existence - even after escaping a contract (or Hell itself, in the previous case), a mortal might still be forsaken by their deity and find themselves condemned to Hell or any of the other evil-aligned planes. Actual salvation might require much more than the mere destruction of the Infernal Contract.

Created by

Nijoloblob.

Statblock Type

Generic, Text

Link/Embed