--- _tmp/ccsrd.md	2025-06-04 07:11:39.219825827 -0500
+++ _tmp/ccsrd.new.md	2025-06-04 07:11:15.585677686 -0500
@@ -10196,6 +10196,8 @@
 immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
 short range. Enabler.
 
+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
+
 Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
 as if you are trained in it. Action.
 
@@ -10256,6 +10258,10 @@
 can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
 Whether you succeed or fail, the next action the target takes is hindered. Action.
 
+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
+knowledge about the situation. Enabler.
+
 Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
 for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
 control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
@@ -10701,6 +10707,8 @@
 increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
 lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
 
+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
+
 Cast Illusion: You can increase the range at which you create and maintain your
 immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
 
@@ -11717,6 +11725,11 @@
 Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
 suitable hiding place is nearby. Enabler.
 
+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
+work out the details. Action.
+
 Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
 track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
 shadows or from behind cover (or by making an attack). Action.
@@ -11946,6 +11959,10 @@
 
 Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
 
+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
+complete. Enabler.
+
 Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
 same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
 creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
@@ -12108,6 +12125,13 @@
 of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
 damage from the cold. Action for touch; enabler for weapon.
 
+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
+complete.
+
 Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
 of knowledge to become trained in. Enabler.
 
@@ -12375,6 +12399,8 @@
 Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
 developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
 
+Hardened by the End: You're trained in Might defense tasks.
+
 Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
 
 Hardiness: You are trained in Might defense tasks. Enabler.
@@ -12858,6 +12884,11 @@
 associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
 cases, you are specialized in knowing creature weaknesses. Enabler.
 
+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
+building. Enabler.
+
 Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
 one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
 you would otherwise obtain. Enabler.
@@ -13769,6 +13800,10 @@
 from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
 choice. Enabler.
 
+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
+type of light armor available in the area, such as a leather jacket. Enabler.
+
 Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
 any kind of weapon. Enabler.
 
@@ -13811,6 +13846,22 @@
 you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
 anything else about it later with this ability. Action.
 
+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
+no closer than about 5 miles (8 km) from each other.
+
+• Food cache (enough food for six people for twelve weeks)
+
+• Water cache (enough clean water for six people for twelve weeks)
+
+• Ammunition cache (400 shells or bullets for four different weapons)
+
+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
+shells)
+
+Enabler.
+
 Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
 trained in initiative actions. Enabler.
 
@@ -13981,6 +14032,11 @@
 
 ### Abilities --- R
 
+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
+
+presence. Enabler.
+
 Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
 range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
 next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
@@ -14147,6 +14203,14 @@
 and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
 have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
 
+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
+to initiate.
+
 Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
 
 Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
@@ -14760,6 +14824,11 @@
 Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
 trained in Intellect defense tasks. Enabler.
 
+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
+
 Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
 moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
 range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
@@ -14905,6 +14974,10 @@
 Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
 on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
 
+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
+
 Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
 Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
 affected by currents in the water. Action to initiate.
@@ -15145,6 +15218,9 @@
 
 one-thousandth of your normal height may be a means of doing so.
 
+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
+
 Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
 one round). Enabler.
 
@@ -15174,6 +15250,9 @@
 
 Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
 
+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
+
 Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
 ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
 a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
@@ -15331,6 +15410,13 @@
 (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
 roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
 
+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
+
 Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
 whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
 willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
@@ -15410,6 +15496,14 @@
 
 Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
 
+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
+
 Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
 
 Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
@@ -15424,6 +15518,9 @@
 
 Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
 
+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
+spend at least ten minutes practicing with it first. Enabler.
+
 Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
 
 Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
@@ -39380,9 +39477,7 @@
 
 Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
 
-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
-knowledge about the situation. Enabler.
+Assisted Sight
 
 Machine Telepathy
 
@@ -39437,28 +39532,11 @@
 
 Tier 1:P
 
-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
-type of light armor available in the area, such as a leather jacket. Enabler.
-
-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
-no closer than about 5 miles (8 km) from each other.
-
-• Food cache (enough food for six people for twelve weeks)
-
-• Water cache (enough clean water for six people for twelve weeks)
-
-• Ammunition cache (400 shells or bullets for four different weapons)
-
-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
-shells)
+Practiced in Light Armor
 
-Enabler.
+Prepared Caches
 
-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
+Trained for Toughing It
 
 Tier 2:
 
@@ -39470,23 +39548,13 @@
 
 Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
 
-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
-complete.
+Fruitfully Pass the Time
 
-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
+Stashed Vehicle
 
 Tier 4:
 
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
-would otherwise obtain. Enabler.
+Know Where to Look
 
 Tier 5:
 
@@ -39498,10 +39566,7 @@
 
 Discipline of Watchfulness
 
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
-work out the details. Action.
+Escape the Ruins
 
 Raids
 
@@ -39540,7 +39605,7 @@
 
 Tier 2:
 
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
+Careful Tracker
 
 Fearsome Reputation
 
@@ -39548,10 +39613,7 @@
 
 Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
 
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
-
-presence. Enabler.
+Raider Follower
 
 Grand Deception
 
@@ -39603,33 +39665,21 @@
 
 Tier 1:
 
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
-potentially be turned into useful things) in the ruins of what came before. Enabler.
+Ruin Lore
 
 Knowledge Skills
 
 Tier 2:
 
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
-complete. Enabler.
+Fixer
 
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
-building. Enabler.
+Know the Way
 
 Tier 3:
 
 Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
 
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
-to initiate.
+Resource Seeker
 
 Tier 4:
 
@@ -39647,12 +39697,7 @@
 
 Skill With Defense
 
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
+Use the Network
 
 Walks the Wasteland
 
@@ -39693,21 +39738,17 @@
 
 Tier 1:
 
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
+Surviving the Wasteland
 
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
+Tolerance
 
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
-spend at least ten minutes practicing with it first. Enabler.
+Weapon at Hand
 
 Tier 2:
 
 Devoted Defender
 
-Hardened by the End: You're trained in Might defense tasks.
+Hardened by the End
 
 Tier 3:
 
@@ -39718,7 +39759,7 @@
 
 Rapid Attack
 
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
+Apocalyptic Stare
 
 Tier 4:
 
@@ -39736,13 +39777,7 @@
 
 Using What's Available
 
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
+Wasteland Camouflage
 
 ### Historical
 
