# 22GAME RULES

CHAPTER

Potency Base Cost

The invention can...

## Minor (100 zenit)

Provide light, transport people or cargo on land or water, obtain some limited form of protection.

## Medium (200 zenit)

Travel underwater, contain a spell, relay sound or speech, perform a specific operation in place of the inventor, provide short-term energy.

## Major (400 zenit)

Fly, alter the nature of an area for a short time, cancel the effects of a spell, possess minor intelligence, fight alongside the inventor, provide long-term energy, capture or immobilize the target.

## Extreme (800 zenit)

Alter the nature of an area for a long time, contain the power of a demon, prevent a catastrophe, possess a full intelligence and personality.

### Area Multiplier

The effects of the invention may affect...

- Individual ×1: A human-sized creature, a door, a tree, or a weapon.
- Small ×2: A group of human-sized creatures, a large creature, a small clearing, a room, a railway car, or a hut.
- Large ×3: A crowd, a small forest, an airship or galleon, a castle hall, a house, or a giant creature.
- Huge ×4: A fortress, a lake, the top of a mountain, a village, or a city block.

### Uses Multiplier

Once activated, the invention...

- Consumable ×1: Can never be used again unless the inventor creates a different copy of it.
- Permanent ×5: Remains available for multiple uses in different situations.

Remember that the Game Master has the right to split any particularly complex or powerful inventions into several Projects, each with its own costs and requirements.