Contracts

## **Contract Basics**

Contracts are a stop-gap to increase one's power. They come at a initial cost that most refer to as a "**sacrifice**." Said sacrifices can differ in their power based on the contractor's own personal beliefs.**1** Sacrifices are important to consider since every other aspect of the contract acts as a multiplier to the value of said sacrifice. There are 5 distinct types of contracts that one may be able to create, of which are the bulk of a contract and are referred to many as the "**terms**" for creating a contract. After you create the terms, one must consider applying "**conditions**" to a ability. Conditions limit the use of an ability or a specific part of the ability; in return allowing for one to increase their power under said conditions. They are important to use as their effects allow you to multiply the power of your terms based on what conditions you apply. Lastly, there are "**extensions**". These may be added once the contract has been created, and allow you to change the wording of the contract for a limited amount of time; there are terrible repercussions for using an extension without considering the drawbacks.

### **The Sacrifice**

Upon creating a contract, the tower demands sacrifice. Depending on the weight of your sacrifice (in the user’s eyes) affects the total strength of your contract. The greater loss felt is proportional to the amount of base power your contract will have.

### **The Ability**

Following the standards of one of the six categories, create an ability that fits the category. Specialists often have innate abilities that have weak but unique effects, but can be magnified using contracts to an incredible degree.

1. Conjuration - Allows a user to create a magic item of some type, said objects contain many different abilities with "conditions & limitations.
2. Enhancer - Allows a user to increase their innate powers that they have already learned.
3. Technique - Allows a user to create a technique of some sort, there is usually some type of additional cost for using said technique.
4. Limiter - Allows a user to impose conditions. Said targets can be an area, a creature, an object etc.
5. Domain - These involve the integration of personal demiplanes into the contract, often giving environmental advantages within and preventing them from leaving.
6. Specialist - One who is able to have an innate ability differ from another category or have specific bloodline abilities; said abilities often come with specific types of sacrifices one must make if they want to make use of their innate abilities.

### **Conditions**

You may apply additional limitations to the ability in order to increase its potency. Said conditions must always be followed, and by ignoring conditions on your ability, you may have physical, emotional, & material repercussions. The Tower itself is said to choose punishments that are ironic for the user for disobeying their own conditions. You may create 1 condition for each **cuil** invested in the ability. Conditions are multiplicative on the amount of power a contract has.

### **Extensions**

Applying the principles of your ability in different ways, depending on how different they are from the original contract depends on the consequences of said actions. Contract Extensions are similar to disobeying conditions except the recoil for doing so is clearly known from the start. You may create 1 extension for every cuil invested in the ability.