feat: Links to pages
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<h1>22GAME RULES</h1>
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<p><strong>CHAPTER</strong></p>
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<p>Potency Base Cost</p>
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<p>The invention can...</p>
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<h2>Minor (100 zenit)</h2>
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<p>
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Provide light, transport people or cargo on land or water, obtain some limited
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form of protection.
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</p>
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<h2>Medium (200 zenit)</h2>
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<p>
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Travel underwater, contain a spell, relay sound or speech, perform a specific
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operation in place of the inventor, provide short-term energy.
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</p>
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<h2>Major (400 zenit)</h2>
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<p>
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Fly, alter the nature of an area for a short time, cancel the effects of a
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spell, possess minor intelligence, fight alongside the inventor, provide
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long-term energy, capture or immobilize the target.
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</p>
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<h2>Extreme (800 zenit)</h2>
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<p>
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Alter the nature of an area for a long time, contain the power of a demon,
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prevent a catastrophe, possess a full intelligence and personality.
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</p>
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<h3>Area Multiplier</h3>
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<p>The effects of the invention may affect...</p>
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<ul>
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@@ -49,7 +43,6 @@
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village, or a city block.
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</li>
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</ul>
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<h3>Uses Multiplier</h3>
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<p>Once activated, the invention...</p>
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<ul>
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@@ -62,7 +55,6 @@
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different situations.
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</li>
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</ul>
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<p>
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Remember that the Game Master has the right to split any particularly complex
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or powerful inventions into several Projects, each with its own costs and
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