feat: Links to pages

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2026-06-08 21:33:39 +00:00
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<h1>22GAME RULES</h1>
<p><strong>CHAPTER</strong></p>
<p>Potency Base Cost</p>
<p>The invention can...</p>
<h2>Minor (100 zenit)</h2>
<p>
Provide light, transport people or cargo on land or water, obtain some limited
form of protection.
</p>
<h2>Medium (200 zenit)</h2>
<p>
Travel underwater, contain a spell, relay sound or speech, perform a specific
operation in place of the inventor, provide short-term energy.
</p>
<h2>Major (400 zenit)</h2>
<p>
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.
</p>
<h2>Extreme (800 zenit)</h2>
<p>
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.
</p>
<h3>Area Multiplier</h3>
<p>The effects of the invention may affect...</p>
<ul>
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village, or a city block.
</li>
</ul>
<h3>Uses Multiplier</h3>
<p>Once activated, the invention...</p>
<ul>
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different situations.
</li>
</ul>
<p>
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