feat: Add core rules

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>INCREASING YOUR ATTRIBUTES</h1>
<p>When you increase one of your four Attributes, keep in mind it might influence your maximum Hit Points, maximum Mind Points, Defense and Magic Defense:</p>
<ul>
<li>Your maximum Hit Points are equal to your total character level + five times your characters base Might die size. Your Crisis score is equal to half your maximum Hit Points, rounded down.</li>
<li>Your maximum Mind Points are equal to your total character level + five times your characters base Willpower die size.</li>
</ul>
<ul>
<li>Your Defense is equal to your current Dexterity die size.</li>
<li>Your Magic Defense is equal to your current Insight die size.</li>
</ul>
<p>Note that these numbers may further be modified by your characters choices of Class, Skills and equipment.</p>
<h2>PUTTING LEVELS IN CHARACTER CLASSES</h2>
<p>Just like when you created your character, putting a level in a Class allows you to acquire one of its Class Skills — either a Skill you dont have, or one that you have but may be acquired multiple times (çç).</p>
<ul>
<li>Your level in any given Class can never exceed 10. When you bring a Class up to level 10, you have mastered it: acquire one Heroic Skill of your choice (<a href="#page-232">see page 232</a>).<br><i>Note that this Heroic Skill will be in addition to the Class Skill you normally acquire by investing the tenth level in that Class.</i></li>
<li>If a Skill can be acquired multiple times, it will also indicate how many times you can acquire it, such as (çç5) for a Skill that can be acquired up to five times, or (çç10) for a Skill that can be acquired up to ten times.</li>
<li>If you put a level in a Class you didnt previously have, you also gain the free benefits granted by that Class. Mixing and matching a variety of Classes can be useful — just dont forget to master some of them!</li>
</ul>