QUOTE (ChromeCoyote @ Apr 13 2018, 12:44 AM)

Well, the rule about "once lapsed, cannot be re-established" applies only to the metahuman side of the pact. It keeps the spirit from arbitrarily dropping the pact if, say, some one kidnaps the metahuman to use as a copy of the spirit's formula, and then casually re-making the pact when they're out of danger without role playing. Instead, the spirit would have to hunt down a new person to make a pact with before they can resume their life, so there is at least some mechanic for the only negative to actually be a negative.
Ah, that's the reasoning. Easily fixed. The pact lasts a year and a day, and can't be rescinded by either party, for any reason, until that duration has elapsed. Renegotiation can occur after that period.
QUOTE (ChromeCoyote @ Apr 13 2018, 12:44 AM)

As for the different versions, the second one only removes 1 power of spirits, which is Immunity to Normal Weapons while manifested. They can still un-manifest, reappear from astral space behind a bad guy and nuke them with a hellblast, they just can't stand in the hail of bullets while they do it. It's just meant for games where the GM thinks Immunity to Normal Weapons is too much, so there's an option for that. If that's not an issue at your table, cool, use version 1.
Already solved at our table with regards to Immunity to Normal Weapons. That's gone, and instead spirits get Hardened Armor and Hardened Mystic Armor at ratings equal to their Force.