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Changeling: The Lost
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==The Wyrd== If there was ever a necessary constant in the universe, it's the Wyrd. "Wyrd" is an old Germanic word or some shit that pretty much means Fate (which leads to some clever ''wyrdplay''... geddit?), and while the Wyrd is tied to everything that exists, only fae beings have the power to manipulate it. It acts as an adhesive between every single thought, atom, and concept in existence, and since it is destiny in all its forms, it determines reactions, repercussions, and causes and effects between everything in the form of Contracts. This means that it's only because fire has a number of contracts with the Wyrd that a flame is hot to the touch, that it can hurt you, that it cooks flesh, or that it dies when it runs out of fuel. Because it's only contracts sealed by the Wyrd that keep all of reality from unraveling and fucking our universe over, it's kind of a big deal that the worst antagonists can [[DM|rape reality with just a thought]] if they catch you in the wrong place. Luckily, because they spend time being in such close proximity to where the Wyrd is the strongest, humans taken to Arcadia (are forced to) learn how to strike deals with elements and concepts, or they die from exposure to Time Cube logic. This is where Changelings get their Contracts, semi-magical spells that allow them to mess with one aspect of reality for the low, low price of a point of Glamour, an energy extracted from the extremes of human emotion. On top of that, contracts always have a loophole, known as a Catch in 1e and a...well, Loophole in 2e, where you can use the power for free if certain conditions are met. ===Contracts=== Please note that there are no restrictions to learning any of these Contracts; If something is labeled as a Seeming Contract it just means that they can purchase it at a discount. '''Universal Contracts''' *'''Contracts of Dream''': Helps navigate and survive Dreams or the Hedge. *'''Contracts of Hearth''': Improve or curse ones luck. *'''Contracts of Hours''': Time is malleable for the Fae. These Contracts help age or restore items... or just mess with people by [[Samurai Jack]]-ing their ass into next week. *'''Contracts of Mirror''': Shapeshifting. *'''Contracts of the Moon''': Discover, manipulate and redirect the sanity of man. *'''Contracts of Omen''': Peek into the future. *'''Contracts of Smoke''': Hiding spells. *'''Contracts of Thorns and Brambles''': Combative and defensive spells that manipulate hedges (except for the ''actual'' capital-H Hedge). *'''Contracts of Blades''': Buffing and debuffing spells mostly useful for the changeling swashbuckler. '''Beast Contracts''' *'''Contracts of the Den''': Ups the defense of your Hollow. *'''Contracts of Fang and Talon''': Obligatory "Talk to animals, summon animals, transform into animals, etc" deal. *'''Contracts of the Wild''': Shared with Elementals for Affinity. Enhances your survivalism. '''Darkling Contracts''' *'''Contracts of Darkness''': Stealth, fear and maneuverability. *'''Contracts of Shade and Spirit''': Deals with ghosts. '''Elemental Contracts''' *'''Contracts of Communion''': Magical manipulation of an element. *'''Contracts of Elements''': Embody an element. *'''Contracts of the Wild''': Shared with Beasts for Affinity. Enhances your survivalism. '''Fairest Contracts''' *'''Contracts of Reflection''': Mirrors take on magical properties. *'''Contracts of Separation''': The Fairest have a loose grip on reality anyway, so why not loosen your grip further to do mystical escape-artistry? *'''Contracts of Vainglory''': SO FABULOUS OH GOD MY EYES '''Ogre Contracts''' *'''Contracts of Oath and Punishment''': Track, chase and punish oathbreakers. *'''Contracts of Stone''': Be tough and hit people. '''Wizened Contracts''' *'''Contracts of Animation''': Bring objects to life, see their history, etc. *'''Contracts of Artifice''': Used to help make stuff. *'''Contracts of the Forge''': A fraction of the True Fae's reality warping powers. '''Goblin Contracts''': Quick-and-dirty contracts that come at a price. Use at your own risk.
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