The Accountability Pact
One shared health bar. Every member of the pact can drain it.
What a Pact Is
An Accountability Pact binds a group of 2 to 6 people — you and up to 5 others — through a single shared number: Bond HP. It opens at 100. Every day the pact is scored, and the result moves that number for everyone in it at once.
You do not get your own bar. That is the whole point — there is no version of this where one member falls behind and it costs the rest of you nothing.
How the Bond Is Judged
- Bond HP starts at 100.
- You clear a day when you complete 70% of what you committed that day.
- Enough of you clear it → +5 HP. Enough fall short → −15 HP. At 0 HP the pact dissolves.
- “Enough” is 80% of the pact, rounded up. In a pact of two, that is both of you; in a pact of six, that is five.
- Judged once a day at your own 3 AM — your clock, not theirs.
Note the asymmetry in rule 3: a good day is worth 5, a bad day costs 15. It takes three clean days to undo one missed one. That is deliberate.
What the 70% Actually Measures
This is the part people get wrong, so it is worth being blunt about it. 70% is a completion rate, not a health level. It is your items done ÷ your items due today. It is never compared against Bond HP. A pact sitting at 40 HP is not “below the threshold” — Bond HP has no threshold except zero.
Worked example — you committed 6 items today:
- 4 of 6 = 67% — short. This is a miss.
- 5 of 6 = 83% — clear.
The smallest number that clears is always ⌈0.7 × due⌉ — 5 of 6, 4 of 5, 3 of 4, 2 of 2.
Only habits and daily quests count toward the rate. Skills track a weekly hour budget with no per-day yes/no, so they can be attached to a pact but never decide a day.
Days You Cannot Lose
If nothing you committed is actually due today, you are excused — your rate is treated as 100% and the day costs the bond nothing. This is not a loophole; it is the rule.
- • A habit scheduled for Mondays only is not due on a Tuesday, so it cannot be missed on one.
- • A committed quest that has since been deleted stops counting.
- • A commitment added today does not reach backward into days you never had a chance to act on.
- • Rest Mode excuses the day outright.
Zero due does not mean zero score. It means no score.
The 3 AM Judgement
The pact is scored once per day at 3 AM local — the same day boundary the rest of MainQuest uses, so work done at 1 AM still counts for yesterday.
It runs on each member's own clock. A pact spanning two timezones is judged twice, at two different absolute moments — your partner's day can close hours before or after yours. The bond ticks asymmetrically, and that is the price of not forcing everyone onto one shared midnight.
Whatever the outcome, a given calendar day resolves once. The bond cannot be charged twice for the same day.
Dissolution and Rebuilding
At 0 Bond HP the pact dissolves. Everyone in it is told, and the bond moves to your archive of past bonds. The streak it carried resets to zero — but as with any miss, rank progress is not clawed back, and carries over if the pact is rebuilt.
From 15 HP or less, a single shortfall ends it — one bad day, not a slow slide. The pact panel says so explicitly at that point rather than leaving you to do the subtraction.
A dissolved bond can be rebuilt by mutual agreement, which restores Bond HP to 100. The request expires if it goes unanswered, and a cooldown applies before the same pair can bind again.
What a Healthy Bond Pays
Consecutive cleared days build a streak, and the streak raises the bond's rank. Higher ranks carry a permanent XP bonus, up to +15%, plus cosmetic frames and titles.
A miss resets the streak to zero. The rank progress you already earned is not clawed back — only the run toward the next one.