How have other GM's handled Daemonic Pacts?
I have 1 acolyte who got cornered by an absurdly powerful unbound Daemonhost, and decided to make a pact with the Daemon instead of dying horribly. Skipping the details of how this came to pass, the acolyte agreed to both a pact for service to the daemon AND out and out selling his soul to the Daemon in exchange for a pact to ensure his survival and the might to destroy his enemies. (gave him 36 corruption points right out of the gate for pact and selling soul)
I'm still trying to work out the details, I don't want to get too broken, but on the other hand he didn't go halfway, he made the big time forfeit soul pact, so I don't want to short him either.
After looking at the examples in the Corebook, here's where I'm at:
Now I've only revealed game mechanics effects of bits of pact one at a time as they have become too apparent to just deal with w/o telling the player.
So far, on the survival side:
1) He counts as having unnatural toughness (x2) for purposes taking damage and rolls v. poison or disease.
2) He gained the Hardy talent
3) He has access to a pool of (9) specialized fate points which may only be used for the following purposes: recovering 1d5 wounds; re-rolling toughness tests to resist poisons/disease/injury effects; re-rolling dodge or parry. However each time he calls on his pact to help him in a difficult situation (i.e. uses one of these points) he is opening himself to chaos and he gains a corruption point.
Haven't figured out what to do w/ power to smite enemies and or more downside/twists.
(although, unbeknownst to him, sometimes when he sleeps the echo of the daemon implanted in his mind by the pact takes his body for a spin and does fun daemony things)
So how have other GM's handled pacts? Any ideas/suggestions for where I'm going w/ mine? Other alternate views of how to deal w/ pacts, etc. etc?