--- _tmp/ccsrd.md	2025-05-07 08:09:55.487368660 -0500
+++ _tmp/ccsrd.new.md	2025-05-07 08:10:13.717470916 -0500
@@ -150,7 +150,7 @@
 ### GLOSSARY
 
 Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
-### NPCs.
+NPCs.
 
 Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
 or opponents. This includes any kind of creature as well as people.
@@ -268,7 +268,7 @@
 stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
 character.
 
-### MIGHT
+#### MIGHT
 
 Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
 and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
@@ -282,7 +282,7 @@
 (Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you
 can take.)
 
-### SPEED
+#### SPEED
 
 Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity,
 and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball
@@ -291,7 +291,7 @@
 
 (Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.)
 
-### INTELLECT
+#### INTELLECT
 
 This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom,
 charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling
@@ -309,7 +309,7 @@
 (Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you
 choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.)
 
-### POOL
+#### POOL
 
 Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
 which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
@@ -323,7 +323,7 @@
 recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
 quickly.
 
-### EDGE
+#### EDGE
 
 Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend
 points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
@@ -343,7 +343,7 @@
 better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
 the Pool, which means they'll have more points available to spend on applying Effort.
 
-### EFFORT
+#### EFFORT
 
 When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort
 requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an
@@ -385,7 +385,7 @@
 Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
 sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
 
-### EFFORT AND DAMAGE
+##### EFFORT AND DAMAGE
 
 Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with
 an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
@@ -395,7 +395,7 @@
 ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
 targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
 
-### MULTIPLE USES OF EFFORT AND EDGE
+##### MULTIPLE USES OF EFFORT AND EDGE
 
 If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
 attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
@@ -409,7 +409,7 @@
 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect
 Edge to reduce the cost of one of those things, not both.
 
-### STAT EXAMPLES
+#### STAT EXAMPLES
 
 A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus
 has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that
@@ -690,7 +690,7 @@
 
 (Player intrusions should be limited to no more than one per player per session.)
 
-Defense Tasks
+### Defense Tasks
 
 Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
 defense task matters when using Effort.
@@ -761,7 +761,7 @@
 | 19  | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero.           |
 | 20  | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
 
-### WARRIOR PLAYER INTRUSIONS
+#### WARRIOR PLAYER INTRUSIONS
 
 You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
 agrees.
@@ -777,7 +777,7 @@
 Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
 steps down the object damage track.
 
-### WARRIOR STAT POOLS
+#### WARRIOR STAT POOLS
 
 |           |                         |
 |-----------|-------------------------|
@@ -788,7 +788,7 @@
 
 You get 6 additional points to divide among your stat Pools however you wish.
 
-### FIRST-TIER WARRIOR
+#### FIRST-TIER WARRIOR
 
 First-tier warriors have the following abilities:
 
@@ -831,7 +831,7 @@
 
 Trained Without Armor
 
-### SECOND-TIER WARRIOR
+#### SECOND-TIER WARRIOR
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -848,7 +848,7 @@
 
 Successive Attack
 
-### THIRD-TIER WARRIOR
+#### THIRD-TIER WARRIOR
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -877,7 +877,7 @@
 
 Vigilance
 
-### FOURTH-TIER WARRIOR
+#### FOURTH-TIER WARRIOR
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -900,7 +900,7 @@
 
 Tough As Nails
 
-### FIFTH-TIER WARRIOR
+#### FIFTH-TIER WARRIOR
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -925,7 +925,7 @@
 ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which
 can usually be taken multiple times.)
 
-### SIXTH-TIER WARRIOR
+#### SIXTH-TIER WARRIOR
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -944,7 +944,7 @@
 
 Boxed text:
 
-### WARRIOR EXAMPLE
+#### WARRIOR EXAMPLE
 
 Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow
 who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools
@@ -1018,7 +1018,7 @@
 and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
 Adepts. That's okay too.)
 
-### ADEPT PLAYER INTRUSIONS
+#### ADEPT PLAYER INTRUSIONS
 
 When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is
 appropriate and the GM agrees.
@@ -1033,7 +1033,7 @@
 function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
 that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
 
-### ADEPT STAT POOLS
+#### ADEPT STAT POOLS
 
 |           |                     |
 |-----------|---------------------|
@@ -1074,7 +1074,7 @@
 | 19  | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment.                                        |
 | 20  | You belong to a secretive social club that gathers monthly to drink and talk.                                                                                     |
 
-### FIRST-TIER ADEPT
+#### FIRST-TIER ADEPT
 
 First-tier Adepts have the following abilities:
 
@@ -1117,7 +1117,7 @@
 
 Ward
 
-### SECOND-TIER ADEPT
+#### SECOND-TIER ADEPT
 
 Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1136,7 +1136,7 @@
 
 Stasis
 
-### THIRD-TIER ADEPT
+#### THIRD-TIER ADEPT
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1155,7 +1155,7 @@
 
 Targeting Eye
 
-### FOURTH-TIER ADEPT
+#### FOURTH-TIER ADEPT
 
 Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1180,7 +1180,7 @@
 
 Wormhole
 
-### FIFTH-TIER ADEPT
+#### FIFTH-TIER ADEPT
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1203,7 +1203,7 @@
 
 True Senses
 
-### SIXTH-TIER ADEPT
+#### SIXTH-TIER ADEPT
 
 Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1218,7 +1218,7 @@
 
 Usurp Cypher
 
-### ADEPT EXAMPLE
+#### ADEPT EXAMPLE
 
 Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2
 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of
@@ -1283,7 +1283,7 @@
 Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow
 them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
 
-### EXPLORER PLAYER INTRUSIONS
+#### EXPLORER PLAYER INTRUSIONS
 
 When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is
 appropriate and the GM agrees.
@@ -1296,7 +1296,7 @@
 Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only
 half the damage that it would have otherwise.
 
-### EXPLORER STAT POOLS
+#### EXPLORER STAT POOLS
 
 |           |                         |
 |-----------|-------------------------|
@@ -1337,7 +1337,7 @@
 | 19  | Your sister owns a store and gives you a hefty discount.                                                                                   |
 | 20  | Your father is a high-ranking officer in the military with many connections.                                                               |
 
-### FIRST-TIER EXPLORER
+#### FIRST-TIER EXPLORER
 
 First-tier Explorers have the following abilities:
 
@@ -1387,7 +1387,7 @@
 
 Trained Without Armor
 
-### SECOND-TIER EXPLORER
+#### SECOND-TIER EXPLORER
 
 Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1420,7 +1420,7 @@
 
 Wreck
 
-### THIRD-TIER EXPLORER
+#### THIRD-TIER EXPLORER
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1451,7 +1451,7 @@
 
 Wrest From Chance
 
-### FOURTH-TIER EXPLORER
+#### FOURTH-TIER EXPLORER
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1470,7 +1470,7 @@
 
 Tough As Nails
 
-### FIFTH-TIER EXPLORER
+#### FIFTH-TIER EXPLORER
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1495,7 +1495,7 @@
 
 Vigilant
 
-### SIXTH-TIER EXPLORER
+#### SIXTH-TIER EXPLORER
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1516,7 +1516,7 @@
 
 Wild Vitality
 
-### EXPLORER EXAMPLE
+#### EXPLORER EXAMPLE
 
 Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who
 explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their
@@ -1576,7 +1576,7 @@
 Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture
 their friends. They can talk their way out of danger and even use their words as weapons.
 
-### SPEAKER PLAYER INTRUSIONS
+#### SPEAKER PLAYER INTRUSIONS
 
 When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
 appropriate and the GM agrees.
@@ -1592,7 +1592,7 @@
 things seem strained, or provides you with a new insight for understanding the context of the situation if there's
 something you're failing to understand or grasp.
 
-### SPEAKER STAT POOLS
+#### SPEAKER STAT POOLS
 
 |           |                     |
 |-----------|---------------------|
@@ -1633,7 +1633,7 @@
 | 19  | You are in a close romantic relationship with someone in local politics.                                                                                   |
 | 20  | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to.          |
 
-### FIRST-TIER SPEAKER
+#### FIRST-TIER SPEAKER
 
 First-tier speakers have the following abilities:
 
@@ -1682,7 +1682,7 @@
 
 Understanding
 
-### SECOND-TIER SPEAKER
+#### SECOND-TIER SPEAKER
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1709,7 +1709,7 @@
 
 Unexpected Betrayal
 
-### THIRD-TIER SPEAKER
+#### THIRD-TIER SPEAKER
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1738,7 +1738,7 @@
 
 Telling
 
-### FOURTH-TIER SPEAKER
+#### FOURTH-TIER SPEAKER
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1761,7 +1761,7 @@
 
 Suggestion
 
-### FIFTH-TIER SPEAKER
+#### FIFTH-TIER SPEAKER
 
 Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
 replace one of your lower-tier abilities with a different one from a lower tier.
@@ -1784,7 +1784,7 @@
 
 Stimulate
 
-### SIXTH-TIER SPEAKER
+#### SIXTH-TIER SPEAKER
 
 Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
 one of your lower-tier abilities with a different one from a lower tier.
@@ -1805,7 +1805,7 @@
 
 Word of Command
 
-### SPEAKER EXAMPLE
+#### SPEAKER EXAMPLE
 
 Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
 Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
@@ -1984,7 +1984,7 @@
 
 Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
 
-### PREPARED VS. SPONTANEOUS SPELLCASTING
+#### PREPARED VS. SPONTANEOUS SPELLCASTING
 
 Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
 and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
@@ -1997,7 +1997,7 @@
 The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
 better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
 
-### MODIFYING TYPE ASPECTS
+#### MODIFYING TYPE ASPECTS
 
 The following aspects of the four character types can be modified at character creation. Other abilities should not be
 changed.
@@ -2015,7 +2015,7 @@
 weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
 choice.
 
-### DRAWBACKS AND PENALTIES
+#### DRAWBACKS AND PENALTIES
 
 In addition to other customization options, a player can choose to take drawbacks or penalties to gain further
 advantages.
@@ -2067,7 +2067,7 @@
 thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
 might be a crimefighter who stalks the streets at night.
 
-### FIRST-TIER STEALTH ABILITIES
+#### FIRST-TIER STEALTH ABILITIES
 
 Danger Sense
 
@@ -2079,7 +2079,7 @@
 
 Stealth Skills
 
-### SECOND-TIER STEALTH ABILITIES
+#### SECOND-TIER STEALTH ABILITIES
 
 Contortionist
 
@@ -2091,7 +2091,7 @@
 
 Surprise Attack
 
-### THIRD-TIER STEALTH ABILITIES
+#### THIRD-TIER STEALTH ABILITIES
 
 Evanesce
 
@@ -2107,7 +2107,7 @@
 
 Seize the Moment
 
-### FOURTH-TIER STEALTH ABILITIES
+#### FOURTH-TIER STEALTH ABILITIES
 
 Ambusher
 
@@ -2119,7 +2119,7 @@
 
 Tumbling Moves
 
-### FIFTH-TIER STEALTH ABILITIES
+#### FIFTH-TIER STEALTH ABILITIES
 
 Assassin Strike
 
@@ -2129,7 +2129,7 @@
 
 Uncanny Luck
 
-### SIXTH-TIER STEALTH ABILITIES
+#### SIXTH-TIER STEALTH ABILITIES
 
 Exploit Advantage
 
@@ -2148,7 +2148,7 @@
 Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
 character could use some of the abilities that don't involve starships or ultratech.
 
-### FIRST-TIER TECHNOLOGY ABILITIES
+#### FIRST-TIER TECHNOLOGY ABILITIES
 
 Datajack
 
@@ -2162,7 +2162,7 @@
 
 Tinker
 
-### SECOND-TIER TECHNOLOGY ABILITIES
+#### SECOND-TIER TECHNOLOGY ABILITIES
 
 Distant Interface
 
@@ -2178,7 +2178,7 @@
 
 Tool Mastery
 
-### THIRD-TIER TECHNOLOGY ABILITIES
+#### THIRD-TIER TECHNOLOGY ABILITIES
 
 Mechanical Telepathy
 
@@ -2190,7 +2190,7 @@
 
 Spray
 
-### FOURTH-TIER TECHNOLOGY ABILITIES
+#### FOURTH-TIER TECHNOLOGY ABILITIES
 
 Machine Bond
 
@@ -2202,7 +2202,7 @@
 
 Serv-0 Spy
 
-### FIFTH-TIER TECHNOLOGY ABILITIES
+#### FIFTH-TIER TECHNOLOGY ABILITIES
 
 Control Machine
 
@@ -2210,7 +2210,7 @@
 
 Machine Companion
 
-### SIXTH-TIER TECHNOLOGY ABILITIES
+#### SIXTH-TIER TECHNOLOGY ABILITIES
 
 Information Gathering
 
@@ -2226,7 +2226,7 @@
 Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
 with those given here tailors the character in desirable ways.
 
-### FIRST-TIER MAGIC ABILITIES
+#### FIRST-TIER MAGIC ABILITIES
 
 Blessing of the Gods
 
@@ -2242,7 +2242,7 @@
 
 Premonition
 
-### SECOND-TIER MAGIC ABILITIES
+#### SECOND-TIER MAGIC ABILITIES
 
 Concussive Blast
 
@@ -2254,7 +2254,7 @@
 
 Repair Flesh
 
-### THIRD-TIER MAGIC ABILITIES
+#### THIRD-TIER MAGIC ABILITIES
 
 Distance Viewing
 
@@ -2266,7 +2266,7 @@
 
 Summon Giant Spider
 
-### FOURTH-TIER MAGIC ABILITIES
+#### FOURTH-TIER MAGIC ABILITIES
 
 Elemental Protection
 
@@ -2274,7 +2274,7 @@
 
 Pry Open
 
-### FIFTH-TIER MAGIC ABILITIES
+#### FIFTH-TIER MAGIC ABILITIES
 
 Create
 
@@ -2286,7 +2286,7 @@
 
 True Senses
 
-### SIXTH-TIER MAGIC ABILITIES
+#### SIXTH-TIER MAGIC ABILITIES
 
 Relocate
 
@@ -2302,7 +2302,7 @@
 An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science
 fiction setting could be a veteran of a thousand psychic wars.
 
-### FIRST-TIER COMBAT ABILITIES
+#### FIRST-TIER COMBAT ABILITIES
 
 Danger Sense
 
@@ -2310,7 +2310,7 @@
 
 Practiced With Medium Weapons
 
-### SECOND-TIER COMBAT ABILITIES
+#### SECOND-TIER COMBAT ABILITIES
 
 Bloodlust
 
@@ -2318,7 +2318,7 @@
 
 Trained Without Armor
 
-### THIRD-TIER COMBAT ABILITIES
+#### THIRD-TIER COMBAT ABILITIES
 
 Practiced With All Weapons
 
@@ -2328,7 +2328,7 @@
 
 Successive Attack
 
-### FOURTH-TIER COMBAT ABILITIES
+#### FOURTH-TIER COMBAT ABILITIES
 
 Capable Warrior
 
@@ -2340,7 +2340,7 @@
 
 Spray
 
-### FIFTH-TIER COMBAT ABILITIES
+#### FIFTH-TIER COMBAT ABILITIES
 
 Experienced Defender
 
@@ -2348,7 +2348,7 @@
 
 Parry
 
-### SIXTH-TIER COMBAT ABILITIES
+#### SIXTH-TIER COMBAT ABILITIES
 
 Greater Skill With Attacks
 
@@ -2365,7 +2365,7 @@
 A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
 knowledge could be a field scientist. A Speaker with this flavor might be a teacher.
 
-### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
+#### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
 
 Interaction Skills
 
@@ -2377,7 +2377,7 @@
 
 Travel Skills
 
-### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
+#### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
 
 Extra Skill
 
@@ -2385,13 +2385,13 @@
 
 Understanding
 
-### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
+#### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
 
 Flex Skill
 
 Improvise
 
-### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
+#### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
 
 Multiple Skills
 
@@ -2399,13 +2399,13 @@
 
 Task Specialization
 
-### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
+#### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
 
 Practiced With Medium Weapons
 
 Read the Signs
 
-### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
+#### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
 
 Skill With Attacks
 
@@ -4451,7 +4451,7 @@
 The full description for each focus ability listed in this section is found in the Abilities chapter, which has
 descriptions for type, flavor, and focus abilities in a single vast catalog.
 
-Abides in Stone
+#### Abides in Stone
 
 Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.
 
@@ -4476,7 +4476,7 @@
 GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common
 folk.
 
-Absorbs Energy
+#### Absorbs Energy
 
 You can harness kinetic energy and transform it into other kinds of energy.
 
@@ -4497,7 +4497,7 @@
 GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is
 drained of energy.
 
-Awakens Dreams
+#### Awakens Dreams
 
 You can pull images from dreams and bring them to life in the waking world.
 
@@ -4518,7 +4518,7 @@
 GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free
 of a dream.
 
-Battles Robots
+#### Battles Robots
 
 You excel in battling robots, automatons, and machine entities.
 
@@ -4540,7 +4540,7 @@
 
 GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.
 
-Bears a Halo of Fire
+#### Bears a Halo of Fire
 
 You can sheath your body in flames, which protects you and harms your foes.
 
@@ -4559,7 +4559,7 @@
 GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often
 attack what they fear.
 
-Blazes With Radiance
+#### Blazes With Radiance
 
 You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.
 
@@ -4579,7 +4579,7 @@
 
 GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.
 
-Brandishes an Exotic Shield
+#### Brandishes an Exotic Shield
 
 You deploy an amazing shield of pure force that provides protection and some offensive options.
 
@@ -4599,7 +4599,7 @@
 
 GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.
 
-Builds Robots
+#### Builds Robots
 
 Your robotic creations do as they are commanded.
 
@@ -4623,7 +4623,7 @@
 
 GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.
 
-Calculates the Incalculable
+#### Calculates the Incalculable
 
 Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.
 
@@ -4646,7 +4646,7 @@
 GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent
 disaster.
 
-Channels Divine Blessings
+#### Channels Divine Blessings
 
 A devout follower of a divine being, you channel some of your deity's power to achieve wonders.
 
@@ -4664,7 +4664,7 @@
 
 GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings.
 
-Commands Mental Powers
+#### Commands Mental Powers
 
 You have honed the power of your mind to perform amazing psychic deeds.
 
@@ -4683,7 +4683,7 @@
 GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the
 character's mind.
 
-Conducts Weird Science
+#### Conducts Weird Science
 
 Your preternatural insight and ability make you a scientist capable of amazing feats.
 
@@ -4708,7 +4708,7 @@
 GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and
 can draw the media. When a device created or modified by weird science is depleted, it detonates.
 
-Consorts With the Dead
+#### Consorts With the Dead
 
 The dead answer your questions, and their reanimated corpses serve you.
 
@@ -4726,7 +4726,7 @@
 
 GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
 
-Controls Beasts
+#### Controls Beasts
 
 Your ability to communicate and lead beasts is uncanny.
 
@@ -4748,7 +4748,7 @@
 
 GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.
 
-Controls Gravity
+#### Controls Gravity
 
 You can sway the attraction of gravity itself.
 
@@ -4769,7 +4769,7 @@
 GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
 sky.
 
-### COPIES SUPERPOWERS
+#### COPIES SUPERPOWERS
 
 You can copy others' skills, abilities, and superpowers.
 
@@ -4791,7 +4791,7 @@
 powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
 own fire bolts).
 
-Crafts Illusions
+#### Crafts Illusions
 
 You fashion images from light that are so perfect they seem real.
 
@@ -4809,7 +4809,7 @@
 
 GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment.
 
-Crafts Unique Objects
+#### Crafts Unique Objects
 
 You're an inventor of strange and useful objects.
 
@@ -4834,7 +4834,7 @@
 (Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should
 probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.)
 
-Dances With Dark Matter
+#### Dances With Dark Matter
 
 You can manipulate shadow and "dark" matter.
 
@@ -4852,7 +4852,7 @@
 
 GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.
 
-Defends the Gate
+#### Defends the Gate
 
 Everyone wants you on their side when it comes to a fight because nothing gets by you.
 
@@ -4872,7 +4872,7 @@
 
 GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.
 
-Defends the Weak
+#### Defends the Weak
 
 You stand up for the helpless, the weak, and the unprotected.
 
@@ -4894,7 +4894,7 @@
 
 GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.
 
-Descends From Nobility
+#### Descends From Nobility
 
 A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.
 
@@ -4915,7 +4915,7 @@
 GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An
 assassin finds the character.
 
-Doesn't Do Much
+#### Doesn't Do Much
 
 You're a slacker, but you know a little about a lot of things.
 
@@ -4936,7 +4936,7 @@
 GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the
 character.
 
-Drives Like A Maniac
+#### Drives Like A Maniac
 
 Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't
 think about the risks when you're behind the wheel.
@@ -4964,7 +4964,7 @@
 GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone
 unexpectedly runs in front of the vehicle.
 
-Emerged From the Obelisk
+#### Emerged From the Obelisk
 
 Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating
 crystalline obelisk.
@@ -4983,7 +4983,7 @@
 
 GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands.
 
-Employs Magnetism
+#### Employs Magnetism
 
 You command metal and the power of magnetism.
 
@@ -5002,7 +5002,7 @@
 GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or
 drop at just the wrong time.
 
-Entertains
+#### Entertains
 
 You perform, mostly for the benefit of others.
 
@@ -5021,7 +5021,7 @@
 GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a
 poem or song are forgotten.
 
-Exists in Two Places at Once
+#### Exists in Two Places at Once
 
 You exist in two places at once.
 
@@ -5040,7 +5040,7 @@
 GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo,
 nausea, or confusion.
 
-Exists Partially Out of Phase
+#### Exists Partially Out of Phase
 
 A bit translucent, you're slightly out of phase and can move through solid objects.
 
@@ -5058,7 +5058,7 @@
 
 GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.
 
-Explores Dark Places
+#### Explores Dark Places
 
 You're the archetypal treasure hunter, scavenger, and finder of lost things.
 
@@ -5079,7 +5079,7 @@
 GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include
 an important detail.
 
-Fights Dirty
+#### Fights Dirty
 
 You'll do anything to win a fight: bite, scratch, kick, trick, and worse.
 
@@ -5103,7 +5103,7 @@
 
 GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.
 
-Fights With Panache
+#### Fights With Panache
 
 You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.
 
@@ -5123,7 +5123,7 @@
 
 GM Intrusions: The display comes off looking silly, clumsy, or unattractive.
 
-Flies Faster Than a Bullet
+#### Flies Faster Than a Bullet
 
 You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?
 
@@ -5143,7 +5143,7 @@
 
 GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities.
 
-Focuses Mind Over Matter
+#### Focuses Mind Over Matter
 
 You can telekinetically move objects with your mind without physically touching them.
 
@@ -5162,7 +5162,7 @@
 GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls,
 or breaks.
 
-Fuses Flesh and Steel
+#### Fuses Flesh and Steel
 
 Your body is part machine.
 
@@ -5180,7 +5180,7 @@
 
 GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.
 
-Fuses Mind and Machine
+#### Fuses Mind and Machine
 
 Electronic aids implanted in your brain make you a mental powerhouse.
 
@@ -5203,7 +5203,7 @@
 GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking
 machines. Some people don't trust a person who isn't fully organic.
 
-Grows to Towering Heights
+#### Grows to Towering Heights
 
 For brief periods, you can grow larger and, with enough experience, to towering heights.
 
@@ -5226,7 +5226,7 @@
 GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
 breaks through the floor.
 
-### HAS A THOUSAND FACES
+#### HAS A THOUSAND FACES
 
 You can change your appearance to look like anyone else.
 
@@ -5250,7 +5250,7 @@
 
 GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
 
-Helps Their Friends
+#### Helps Their Friends
 
 You love your friends and help them out of any difficulty, no matter what.
 
@@ -5275,7 +5275,7 @@
 GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right,
 repercussions follow.
 
-Howls at the Moon
+#### Howls at the Moon
 
 For brief periods, you become a fearsome and powerful creature with control issues.
 
@@ -5293,7 +5293,7 @@
 
 GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.
 
-Hunts
+#### Hunts
 
 You are a stalking hunter who excels at bringing down your selected quarry.
 
@@ -5315,7 +5315,7 @@
 
 GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
 
-### IGNORES PHYSICAL DISTANCE
+#### IGNORES PHYSICAL DISTANCE
 
 You can teleport from one place to another by briefly passing through a parallel dimension.
 
@@ -5334,7 +5334,7 @@
 GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
 continues through the teleport, injuring the character.
 
-Infiltrates
+#### Infiltrates
 
 Subtlety, guile, and stealth allow you to get in where others can't.
 
@@ -5357,7 +5357,7 @@
 GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are
 better left unknown.
 
-Interprets the Law
+#### Interprets the Law
 
 You excel at winning others over to your views.
 
@@ -5378,7 +5378,7 @@
 GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off
 the rails.
 
-Is Idolized by Millions
+#### Is Idolized by Millions
 
 You're a celebrity and most people adore you.
 
@@ -5401,7 +5401,7 @@
 GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour,
 contract, or other event is canceled. The media posts photos of you in an embarrassing situation.
 
-Is Licensed to Carry
+#### Is Licensed to Carry
 
 You carry a gun and you know how to use it in a fight.
 
@@ -5425,7 +5425,7 @@
 GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the
 problem.
 
-Is Wanted by the Law
+#### Is Wanted by the Law
 
 "WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a
 mistake that snowballed out of control or you actually would kill someone just for looking at you.
@@ -5446,7 +5446,7 @@
 
 GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.
 
-Keeps a Magic Ally
+#### Keeps a Magic Ally
 
 An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend,
 protector, and weapon.
@@ -5468,7 +5468,7 @@
 GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature
 disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.
 
-Leads
+#### Leads
 
 Your natural leadership capability allows you to command others, including a loyal band of followers.
 
@@ -5490,7 +5490,7 @@
 
 GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.
 
-Learns Quickly
+#### Learns Quickly
 
 You deal with bad situations as they arise, learning new lessons each time.
 
@@ -5514,7 +5514,7 @@
 
 GM Intrusions: Accidents and mistakes are great teachers.
 
-Lives in the Wilderness
+#### Lives in the Wilderness
 
 You can survive in badlands where others perish.
 
@@ -5537,7 +5537,7 @@
 GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as
 if they were ignorant or barbaric.
 
-Looks for Trouble
+#### Looks for Trouble
 
 You're a scrapper and love a good fight.
 
@@ -5560,7 +5560,7 @@
 GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work
 against you with things falling or collapsing.
 
-Loves the Void
+#### Loves the Void
 
 When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
 
@@ -5587,7 +5587,7 @@
 GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are
 common in space.
 
-Masters Defense
+#### Masters Defense
 
 You use protective equipment and practiced techniques to avoid becoming hurt in a fight.
 
@@ -5609,7 +5609,7 @@
 
 GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.
 
-Masters Spells
+#### Masters Spells
 
 By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire,
 creeping shadow, and summoning.
@@ -5629,7 +5629,7 @@
 GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the
 magic use.
 
-Masters the Swarm
+#### Masters the Swarm
 
 Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.
 
@@ -5648,7 +5648,7 @@
 GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters
 of the swarm.
 
-Masters Weaponry
+#### Masters Weaponry
 
 You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.
 
@@ -5670,7 +5670,7 @@
 
 GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.
 
-Metes Out Justice
+#### Metes Out Justice
 
 You right wrongs, protect the innocent, and punish the guilty.
 
@@ -5695,7 +5695,7 @@
 GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge.
 Passing judgment makes enemies.
 
-Moves Like a Cat
+#### Moves Like a Cat
 
 Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.
 
@@ -5720,7 +5720,7 @@
 GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that
 it sends the character right into harm's way.
 
-Moves Like the Wind
+#### Moves Like the Wind
 
 You can move so fast that you become a blur.
 
@@ -5741,7 +5741,7 @@
 GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable,
 and the character might run into them.
 
-Murders
+#### Murders
 
 You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders
 might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)
@@ -5764,7 +5764,7 @@
 
 GM Intrusions: Most people do not react well to a professional killer.
 
-Needs No Weapon
+#### Needs No Weapon
 
 Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.
 
@@ -5787,7 +5787,7 @@
 GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach.
 Complicated martial arts moves can knock you off balance.
 
-Never Says Die
+#### Never Says Die
 
 You never quit, can shrug off a beating, and always come back for more.
 
@@ -5807,7 +5807,7 @@
 
 GM Intrusions: Sometimes, it's equipment or weapons that give out.
 
-Operates Undercover
+#### Operates Undercover
 
 Under the guise of someone else, you seek to find answers the powerful do not want divulged.
 
@@ -5827,7 +5827,7 @@
 
 GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.
 
-Performs Feats of Strength
+#### Performs Feats of Strength
 
 A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.
 
@@ -5847,7 +5847,7 @@
 
 GM Intrusions: It's easy to break delicate things or hurt someone accidentally.
 
-Pilots Starcraft
+#### Pilots Starcraft
 
 You're a crack starship pilot.
 
@@ -5875,7 +5875,7 @@
 
 GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.
 
-Plays Too Many Games
+#### Plays Too Many Games
 
 Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where
 people who don't play enough toil and live their dreary lives.
@@ -5901,7 +5901,7 @@
 GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone
 who has lived most of their life in imaginary game worlds.
 
-Rages
+#### Rages
 
 When you go berserk, everyone fears you.
 
@@ -5921,7 +5921,7 @@
 
 GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe.
 
-Rides the Lightning
+#### Rides the Lightning
 
 You create and discharge electrical power.
 
@@ -5941,7 +5941,7 @@
 
 GM Intrusions: Targets other than those intended are shocked. Objects explode.
 
-Runs Away
+#### Runs Away
 
 Your first instinct is to run from danger, and you've gotten very good at it.
 
@@ -5964,7 +5964,7 @@
 GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by
 accident.
 
-Sailed Beneath the Jolly Roger
+#### Sailed Beneath the Jolly Roger
 
 You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The
 question is, will your past let you go so easily?
@@ -5990,7 +5990,7 @@
 GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get
 ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.
 
-Scavenges
+#### Scavenges
 
 When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.
 
@@ -6011,7 +6011,7 @@
 GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
 scavenged belongs to them. A recycled cypher explodes.
 
-### SCULPTS HARD LIGHT
+#### SCULPTS HARD LIGHT
 
 You create physical objects out of hard light that you can use for offense and defense.
 
@@ -6031,7 +6031,7 @@
 
 GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
 
-Sees Beyond
+#### Sees Beyond
 
 You have a psychic sense that allows you to see what others cannot.
 
@@ -6049,7 +6049,7 @@
 
 GM Intrusions: Some secrets are too terrible to know.
 
-Separates Mind From Body
+#### Separates Mind From Body
 You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
 
 Tier 1: Third Eye
@@ -6069,7 +6069,7 @@
 GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to
 get their bearings.
 
-Shepherds the Community
+#### Shepherds the Community
 
 You keep the place where you live safe from all danger.
 
@@ -6089,7 +6089,7 @@
 
 GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character.
 
-Shepherds Spirits
+#### Shepherds Spirits
 
 Wandering souls, nature spirits, and elemental beings aid and support you.
 
@@ -6110,7 +6110,7 @@
 
 GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.
 
-Shreds the Walls of the World
+#### Shreds the Walls of the World
 
 Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.
 
@@ -6130,7 +6130,7 @@
 
 GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
 
-### SHRINKS TO MINUTE SIZE
+#### SHRINKS TO MINUTE SIZE
 
 You can shrink down to the size of a bug and, with enough experience, even smaller.
 
@@ -6156,7 +6156,7 @@
 A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
 Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
 
-Siphons Power
+#### Siphons Power
 
 You suck power out of machines and creatures alike in order to empower yourself.
 
@@ -6178,7 +6178,7 @@
 GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned
 power can overload the character, causing feedback.
 
-Slays Monsters
+#### Slays Monsters
 
 You kill monsters.
 
@@ -6206,7 +6206,7 @@
 GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
 mother vows revenge.
 
-### SOARS ON AMAZING WINGS
+#### SOARS ON AMAZING WINGS
 
 Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
 
@@ -6227,7 +6227,7 @@
 GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
 target for an unexpected foe.
 
-Solves Mysteries
+#### Solves Mysteries
 
 You're a master of deduction, using evidence to find the answer.
 
@@ -6247,7 +6247,7 @@
 
 GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.
 
-Speaks for the Land
+#### Speaks for the Land
 
 Your spiritual connection to nature and the environment grants you mystical abilities.
 
@@ -6268,7 +6268,7 @@
 GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins,
 leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.
 
-Stands Like a Bastion
+#### Stands Like a Bastion
 
 Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or
 hurt.
@@ -6296,7 +6296,7 @@
 
 GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
 
-### STRETCHES
+#### STRETCHES
 
 Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
 
@@ -6319,7 +6319,7 @@
 GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
 weak.
 
-### TAKES ANIMAL SHAPE
+#### TAKES ANIMAL SHAPE
 
 You can transform yourself into an animal.
 
@@ -6342,7 +6342,7 @@
 
 Greater Beast Form applies to using Animal Shape.
 
-Talks to Machines
+#### Talks to Machines
 
 You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
 influence them in ways that others can't.
@@ -6367,7 +6367,7 @@
 
 GM Intrusions: The machine malfunctions or acts unpredictably.
 
-Throws With Deadly Accuracy
+#### Throws With Deadly Accuracy
 
 Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect
 impact.
@@ -6388,7 +6388,7 @@
 
 GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.
 
-Thunders
+#### Thunders
 
 You emit destructive sound and manipulate soundscapes.
 
@@ -6408,7 +6408,7 @@
 
 GM Intrusions: Loud noises attract attention.
 
-### TOUCHES THE SKY
+#### TOUCHES THE SKY
 
 You can summon storms or break them apart.
 
@@ -6427,7 +6427,7 @@
 GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
 The weather is seeded by a much smaller effect, and a storm grows out of control.
 
-Travels Through Time
+#### Travels Through Time
 
 You can see through time, try to reach through it, and eventually even travel through it.
 
@@ -6450,7 +6450,7 @@
 
 GM Intrusions: Paradoxes are created. Others remember past events differently.
 
-Was Foretold
+#### Was Foretold
 
 You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great
 things of you one day.
@@ -6473,7 +6473,7 @@
 GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a
 reputation in outside circles as a fraud.
 
-Wears a Sheen of Ice
+#### Wears a Sheen of Ice
 
 You command the wintery power of cold and ice.
 
@@ -6491,7 +6491,7 @@
 
 GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.
 
-Wears Power Armor
+#### Wears Power Armor
 
 Tier 1: Powered Armor
 
@@ -6511,7 +6511,7 @@
 GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
 NPCs are scared by the power armor.
 
-### WIELDS AN ENCHANTED WEAPON
+#### WIELDS AN ENCHANTED WEAPON
 
 You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
 combat with it.
@@ -6535,7 +6535,7 @@
 GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
 action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
 
-### WIELDS INVISIBLE FORCE
+#### WIELDS INVISIBLE FORCE
 
 You bend light and manipulate beams of force for offense and defense.
 
@@ -6556,7 +6556,7 @@
 GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
 or unexpected attack.
 
-Wields Two Weapons at Once
+#### Wields Two Weapons at Once
 
 You bear steel with both hands, ready to take on any foe.
 
@@ -6576,7 +6576,7 @@
 
 GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip.
 
-Works for a Living
+#### Works for a Living
 
 You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.
 
@@ -6598,7 +6598,7 @@
 GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
 people are rude to those who work for a living.
 
-Works Miracles
+#### Works Miracles
 
 You can heal others with a touch, alter time to help others, and are generally beloved by everyone.
 
@@ -6617,7 +6617,7 @@
 GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that
 they hold one against their will.
 
-Works the Back Alleys
+#### Works the Back Alleys
 
 You make your way unseen, stealing from the wealthy to achieve your ends.
 
@@ -6635,7 +6635,7 @@
 
 GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.
 
-Works the System
+#### Works the System
 
 You can exploit flaws in artificial systems, including but not limited to computer code.
 
@@ -6655,7 +6655,7 @@
 
 GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.
 
-Would Rather Be Reading
+#### Would Rather Be Reading
 
 Books are your friends. What's more important than knowledge? Nothing.
 
@@ -6677,7 +6677,7 @@
 
 GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.
 
-TakeS ANiMAL SHAPE
+#### TakeS ANiMAL SHAPE
 
 A shapechanger who can take the form of various animals.
 
@@ -6698,7 +6698,7 @@
 GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
 The transformation takes longer than expected.
 
-### USES WILD MAGIC
+#### USES WILD MAGIC
 
 spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
 
@@ -6720,7 +6720,7 @@
 Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith
 that of a random cypher.
 
-### WALKS THE WILD WOODS
+#### WALKS THE WILD WOODS
 
 An adherent of nature magic who draws on the power and strength of trees.
 
@@ -6741,7 +6741,7 @@
 GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil
 hearts and hate all walkingthings.
 
-### WEILDS AN ENCHANTED WEAPON
+#### WEILDS AN ENCHANTED WEAPON
 
 One who channels magic through or from a weapon to create a unique fighting style.
 
@@ -6782,7 +6782,7 @@
 <img src="media/image1.png" style="width:1.69167in;height:2.16667in"
 alt="A white rectangular object with a blue border Description automatically generated" />
 
-### FOCUS CATEGORIES
+#### FOCUS CATEGORIES
 
 Ally use
 
@@ -6806,7 +6806,7 @@
 
 Tank combat
 
-### CHOOSING ABILITIES BY RELATIVE POWER
+#### CHOOSING ABILITIES BY RELATIVE POWER
 
 The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
 tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
@@ -6823,7 +6823,7 @@
 available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
 factor.
 
-### BALANCING ABILITIES
+#### BALANCING ABILITIES
 
 The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
 it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
@@ -6840,7 +6840,7 @@
 the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
 but don't underpower it, either.
 
-### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
+#### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
 
 Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
 guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
@@ -6852,14 +6852,14 @@
 the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
 new focus something like Channels the Ninth Circle.
 
-### ABILITY SWAP
+#### ABILITY SWAP
 
 If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
 overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
 one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
 abilities normally granted by the character's type.
 
-### CONCEPT AND CATEGORY
+#### CONCEPT AND CATEGORY
 
 Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
 within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
@@ -6897,7 +6897,7 @@
 refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a
 PC can make at a lower tier.
 
-### CREATING BRAND-NEW ABILITIES
+#### CREATING BRAND-NEW ABILITIES
 
 You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
 close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
@@ -6912,7 +6912,7 @@
 
 As a good rule of thumb, a typical ability should cost points equal to its tier.
 
-### CHOOSE GM INTRUSIONS
+#### CHOOSE GM INTRUSIONS
 
 Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus
 being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game.
@@ -6921,7 +6921,7 @@
 
 ### FOCUS CATEGORIES
 
-### ALLY USE
+#### ALLY USE
 
 Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
 variety of ways, but at base they usually provide an asset to the character's actions.
@@ -7008,7 +7008,7 @@
 For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
 impossible-to-glean information.
 
-### BASIC
+#### BASIC
 
 Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
 a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
@@ -7082,7 +7082,7 @@
 the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be
 reasonable. Granting additional training, assets, or Edge would also be fine.
 
-### ENERGY MANIPULATION
+#### ENERGY MANIPULATION
 
 Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
 energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
@@ -7156,7 +7156,7 @@
 abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if
 using electricity), creating solid objects out of the energy, and so on.
 
-### ENVIRONMENT MANIPULATION
+#### ENVIRONMENT MANIPULATION
 
 Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
 environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
@@ -7246,7 +7246,7 @@
 the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
 manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
 
-### EXPLORATION
+#### EXPLORATION
 
 Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
 locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
@@ -7323,7 +7323,7 @@
 The other option should be something that benefits the character, either an offensive or defensive ability, or yet
 another ability that further broadens their capacity to explore in the focus's chosen realm.
 
-### INFLUENCE
+#### INFLUENCE
 
 Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
 or to rise to some other prestigious and significant position—fall within the influence category.
@@ -7406,7 +7406,7 @@
 If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
 influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
 
-### IRREGULAR
+#### IRREGULAR
 
 Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
 certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
@@ -7477,7 +7477,7 @@
 tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
 information-gathering, or healing ability, depending on the focus's overarching theme.
 
-### MOVEMENT EXPERTISE
+#### MOVEMENT EXPERTISE
 
 Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
 stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
@@ -7559,7 +7559,7 @@
 movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
 related to the movement.
 
-### STRIKER COMBAT
+#### STRIKER COMBAT
 
 Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
 abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
@@ -7664,7 +7664,7 @@
 with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack,
 or get away in order to fight another day.
 
-### SUPPORT
+#### SUPPORT
 
 Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
 Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
@@ -7738,7 +7738,7 @@
 The other option could provide an alternative ultimate method of helping another; many foci in this category do.
 However, an option that provides high-tier offense or defense is also completely reasonable.
 
-### TANK COMBAT
+#### TANK COMBAT
 
 Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
 combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
@@ -7845,13 +7845,13 @@
 high-tech
 devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
 
-### TIER 1
+#### TIER 1
 
 Combat Prowess
 
 Enhanced Potential
 
-### TIER 2
+#### TIER 2
 
 Lower-tier ability: choose any tier 1 replacement ability, above.
 
@@ -7861,7 +7861,7 @@
 
 Skill With Attacks
 
-### TIER 3
+#### TIER 3
 
 Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
 
@@ -7869,7 +7869,7 @@
 
 Fusion Armor
 
-### TIER 4
+#### TIER 4
 
 Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
 
@@ -7877,7 +7877,7 @@
 
 Built-in Weaponry
 
-### TIER 5
+#### TIER 5
 
 Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
 
@@ -7885,7 +7885,7 @@
 
 Defensive Field
 
-### TIER 6
+#### TIER 6
 
 Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
 
@@ -7934,7 +7934,7 @@
 the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
 category would be appropriate choices.
 
-### ATTACK SKILL
+#### ATTACK SKILL
 
 Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of
 physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm
@@ -7992,7 +7992,7 @@
 
 Specialized Basher
 
-### COMPANION
+#### COMPANION
 
 Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your
 follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms,
@@ -8117,7 +8117,7 @@
 
 True Necromancy
 
-### CONTROL
+#### CONTROL
 
 Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such
 as using psychic mind control, fear gas, and so on.
@@ -8196,7 +8196,7 @@
 
 Word of Command
 
-### CRAFT
+#### CRAFT
 
 Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers,
 artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or
@@ -8254,7 +8254,7 @@
 
 Reshape
 
-### CURE
+#### CURE
 
 Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful
 effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
@@ -8399,7 +8399,7 @@
 
 Vigilant
 
-### ENVIRONMENT
+#### ENVIRONMENT
 
 Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control,
 illusions, and so on.
@@ -8494,7 +8494,7 @@
 
 The Wild Is on Your Side
 
-### INFORMATION
+#### INFORMATION
 
 Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the
 GM giving the answer, or by learning a language.
@@ -8588,7 +8588,7 @@
 
 Telepathic Network
 
-### META
+#### META
 
 Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
 difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
@@ -8994,7 +8994,7 @@
 
 Winter Gauntlets
 
-### MOVEMENT
+#### MOVEMENT
 
 Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement
 (such as flight, wallcrawling, phasing, or teleporting).
@@ -9098,7 +9098,7 @@
 
 Windwracked Traveler
 
-### PROTECTION
+#### PROTECTION
 
 Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or
 increases Armor, or otherwise helps prevent damage.
@@ -9356,7 +9356,7 @@
 
 Wear It Well
 
-### SENSES
+#### SENSES
 
 Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
 stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
@@ -9435,7 +9435,7 @@
 
 True Senses
 
-### SOCIAL
+#### SOCIAL
 
 Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your
 social status.
@@ -9480,7 +9480,7 @@
 
 Group Friendship
 
-### SPECIAL ATTACK
+#### SPECIAL ATTACK
 
 Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might
 do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
@@ -9838,7 +9838,7 @@
 
 Word of Death
 
-### SUPPORT
+#### SUPPORT
 
 Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
 
@@ -9948,7 +9948,7 @@
 
 Work the Friendship
 
-### TASK
+#### TASK
 
 Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative,
 and so on).
@@ -10321,7 +10321,7 @@
 
 Using the Environment
 
-### TRANSFORM
+#### TRANSFORM
 
 A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also
 includes apparent transformations like disguises and invisibility.
@@ -10388,7 +10388,7 @@
 
 Wild Camouflage
 
-Abilities—A
+### Abilities --- A
 
 A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming
 animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on
@@ -10696,7 +10696,7 @@
 ten minutes, you are aware of all living things within long range (including their general position), and by
 concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action.
 
-Abilities—B
+### Abilities --- B
 
 Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue
 to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
@@ -11003,7 +11003,7 @@
 addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the
 barrier, each level adding 3 feet (1 m). Action.
 
-Abilities—C
+### Abilities --- C
 
 Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears
 as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists
@@ -11389,7 +11389,7 @@
 type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for
 example, you probably can't transform a pill into a helmet. Enabler.
 
-Abilities—D
+### Abilities --- D
 
 Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler.
 
@@ -11840,7 +11840,7 @@
 disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing.
 Action.
 
-Abilities—E
+### Abilities --- E
 
 Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on
 a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five
@@ -12133,7 +12133,7 @@
 Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it
 were extremely dim light. Enabler.
 
-Abilities—F
+### Abilities --- F
 
 Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or
 impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone
@@ -12434,7 +12434,7 @@
 blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not
 wearing physical armor. Enabler.
 
-Abilities—G
+### Abilities --- G
 
 Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small
 dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll
@@ -12632,7 +12632,7 @@
 
 Gunner: You inflict 1 additional point of damage with guns. Enabler.
 
-Abilities—H
+### Abilities --- H
 
 Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can
 discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance
@@ -12754,7 +12754,7 @@
 Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
 of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
 
-Abilities—I
+### Abilities --- I
 
 Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
 +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2
@@ -13100,7 +13100,7 @@
 For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one
 additional target within short range as long as it is next to the prior target. Action.
 
-Abilities—J
+### Abilities --- J
 
 Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can
 see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can
@@ -13131,7 +13131,7 @@
 
 Just a Bit Mad: You are trained in Intellect defense tasks. Enabler.
 
-Abilities—K
+### Abilities --- K
 
 Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second
 Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of
@@ -13163,7 +13163,7 @@
 as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you
 must choose two different skills. Enabler.
 
-Abilities—L
+### Abilities --- L
 
 Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of
 unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or
@@ -13282,7 +13282,7 @@
 Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge
 hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action.
 
-Abilities—M
+### Abilities --- M
 
 Machine Affinity: You are trained in tasks involving electrical machines. Enabler.
 
@@ -13698,7 +13698,7 @@
 attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour
 instead of ten minutes. Enabler.
 
-Abilities—N
+### Abilities --- N
 
 Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets,
 or intimidating others. Enabler.
@@ -13778,7 +13778,7 @@
 Nullify Sound (3 Might points): You pulse perfectly misaligned sounds within short range to create a zone of absolute
 quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate.
 
-Abilities—O
+### Abilities --- O
 
 Object Bond (3 Intellect points): When you manifest the magic ally from your Bound Magic Creature ability, it can move
 up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended
@@ -13883,7 +13883,7 @@
 or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as
 you wish, within reason. Action.
 
-Abilities—P
+### Abilities --- P
 
 Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
 rounds you ease all Speed defense rolls. Enabler.
@@ -14156,7 +14156,7 @@
 
 Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler.
 
-Abilities—Q
+### Abilities --- Q
 
 Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all
 tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
@@ -14218,7 +14218,7 @@
 Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most
 situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler.
 
-Abilities—R
+### Abilities --- R
 
 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
@@ -14489,7 +14489,7 @@
 
 Runner: Your standard movement increases from short to long. Enabler.
 
-Abilities—S
+### Abilities --- S
 
 Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
 
@@ -15061,7 +15061,7 @@
 Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but
 dazes your target for one round, during which time all tasks it performs are hindered. Action.
 
-Abilities—T
+### Abilities --- T
 
 Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to
 listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your
@@ -15424,7 +15424,7 @@
 Two Things at Once (6 Intellect points): The ultimate test: you divide your attention and take two separate actions this
 round. Enabler.
 
-Abilities—U
+### Abilities --- U
 
 Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.
 
@@ -15495,7 +15495,7 @@
 or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a
 different cypher—the usurping ability works only once. Action to initiate.
 
-Abilities—V
+### Abilities --- V
 
 Vacuum Skilled: You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit
 design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and
@@ -15533,7 +15533,7 @@
 Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one
 round as quickly as you can move. Enabler.
 
-Abilities—W
+### Abilities --- W
 
 Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per
 round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until
@@ -15745,13 +15745,13 @@
 intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available
 again until after you make a ten-hour recovery roll. Enabler.
 
-Abilities—Y
+### Abilities --- Y
 
 You Studied: To be able to put two and two together to reach a deduction, you have to know a few things. You are trained
 in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized
 in one area. Enabler.
 
-Abilities—Z
+### Abilities --- Z
 
 Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not
 yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can
@@ -15863,7 +15863,7 @@
 about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
 what they worry about.)
 
-### USING THE PRICE CATEGORIES
+#### USING THE PRICE CATEGORIES
 
 Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
 ways.
@@ -15903,7 +15903,7 @@
 Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
 genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
 
-### USING ARMOR
+#### USING ARMOR
 
 Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
 attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
@@ -15938,7 +15938,7 @@
 </tbody>
 </table>
 
-### FANTASY ARMOR DESCRIPTIONS
+#### FANTASY ARMOR DESCRIPTIONS
 
 You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
 Speed Effort cost of the worst one).
@@ -16050,7 +16050,7 @@
 available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
 weapons.
 
-### FANTASY WEAPONS DESCRIPTIONS
+#### FANTASY WEAPONS DESCRIPTIONS
 
 Battleaxe: A wooden pole with a blade on one end.
 
@@ -16183,7 +16183,7 @@
 Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
 long distance (or farther).
 
-Adventuring equipment DESCRIPTIONS
+### Adventuring equipment DESCRIPTIONS
 
 Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
 If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
@@ -16299,7 +16299,7 @@
 | Torch                        | 1 cp      |
 | Waterskin                    | 2 sp      |
 
-Miscellaneous Items and Services
+### Miscellaneous Items and Services
 
 Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
 lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
@@ -16583,7 +16583,7 @@
 character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
 Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
 
-### DETERMINING TASK DIFFICULTY
+#### DETERMINING TASK DIFFICULTY
 
 The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
 make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
@@ -16634,7 +16634,7 @@
 (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
 skills, one or two steps from assets, and one to six steps from Effort.)
 
-### SKILLS
+#### SKILLS
 
 Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
 character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
@@ -16643,7 +16643,7 @@
 eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
 steps from being trained and specialized don't count.
 
-### ASSETS
+#### ASSETS
 
 An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
 a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
@@ -16654,7 +16654,7 @@
 reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
 reduced by more than four steps without using Effort.)
 
-### EFFORT
+#### EFFORT
 
 A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
 appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
@@ -16672,7 +16672,7 @@
 level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
 of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
 
-### ROLLING THE DIE
+#### ROLLING THE DIE
 
 To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
 succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
@@ -16729,7 +16729,7 @@
 action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
 spent them at all.
 
-### GM INTRUSION
+#### GM INTRUSION
 
 GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
 something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
@@ -16742,7 +16742,7 @@
 (For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System
 chapter.)
 
-### MINOR EFFECT
+#### MINOR EFFECT
 
 A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
 PC, but not overwhelming.
@@ -16781,7 +16781,7 @@
 effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3
 additional points of damage as the minor effect, no extra roll is needed.
 
-### MAJOR EFFECT
+#### MAJOR EFFECT
 
 A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
 character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
@@ -16881,7 +16881,7 @@
 
 Boxed text:
 
-### OTHER DISTANCES
+#### OTHER DISTANCES
 
 In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so
 on). However, the following shorthand distances can be useful in some settings:
@@ -16910,7 +16910,7 @@
 
 Boxed text:
 
-### TIMEKEEPING
+TIMEKEEPING
 
 |                                                                 |                                               |
 |-----------------------------------------------------------------|-----------------------------------------------|
@@ -17059,7 +17059,7 @@
 Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and
 other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.
 
-Damage
+#### Damage
 
 When an attack strikes a character, it usually means the character takes damage.
 
@@ -17082,7 +17082,7 @@
 attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a
 natural 17 on the attack roll deals 1 additional point of damage.
 
-Armor
+#### Armor
 
 Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character
 takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
@@ -17111,20 +17111,20 @@
 sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire
 attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
 
-Ambient Damage
+#### Ambient Damage
 
 Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
 of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
 kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a
 well-insulated suit of armor can protect against cold weather.
 
-Damage From Hazards
+#### Damage From Hazards
 
 Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
 burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
 comprehensive, the Damage From Hazards table includes common examples.
 
-### DAMAGE FROM HAZARDS
+##### DAMAGE FROM HAZARDS
 
 |               |                                                   |                                       |
 |---------------|---------------------------------------------------|---------------------------------------|
@@ -17142,12 +17142,12 @@
 | Huge crush    | 6 points                                          | Roof collapse; cave-in                |
 | Collision     | 6 points                                          | Large, fast object strikes character  |
 
-### SPACE HAZARDS
+###### SPACE HAZARDS
 
 A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
 more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
 
-### GRAVITY WELL
+###### GRAVITY WELL
 
 All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
 hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
@@ -17163,7 +17163,7 @@
 Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
 the craft to expend additional power to get free (power it may or may not have)
 
-### BLACK HOLE
+###### BLACK HOLE
 
 Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
 couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
@@ -17187,7 +17187,7 @@
 from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
 post-singularity AI or ancient ultra.
 
-### RADIATION BELT/SOLAR FLARE
+###### RADIATION BELT/SOLAR FLARE
 
 Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
 causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
@@ -17201,7 +17201,7 @@
 single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
 the damage track for each day they fail a Might defense roll until they expire.
 
-### ASTEROID/DEBRIS FIELD
+###### ASTEROID/DEBRIS FIELD
 
 Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
 to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
@@ -17218,7 +17218,7 @@
 spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
 spin, then slide into the cramped space.
 
-The Effects of Taking Damage
+#### The Effects of Taking Damage
 
 When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
 into submission.
@@ -17257,7 +17257,7 @@
 However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves
 more slowly, is stunned, and so on.)
 
-The Damage Track
+#### The Damage Track
 
 As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
 
@@ -17282,7 +17282,7 @@
 (The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If
 you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
 
-Recovering Points in a Pool
+#### Recovering Points in a Pool
 
 After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its
 maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points
@@ -17319,7 +17319,7 @@
 | Third recovery roll  | One hour         |
 | Fourth recovery roll | Ten hours        |
 
-Restoring the Damage Track
+#### Restoring the Damage Track
 
 Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
 one step on the damage track.
@@ -17329,7 +17329,7 @@
 character who is debilitated from a hit with a
 cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
 
-Special Damage
+#### Special Damage
 
 In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of
 ways, only some of which are easily represented by points of damage.
@@ -17359,7 +17359,7 @@
 effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition
 can be alleviated (if possible).
 
-NPCs and Special Damage
+#### NPCs and Special Damage
 
 The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
 nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
@@ -17369,7 +17369,7 @@
 usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
 same effect as it would have on a PC.
 
-### ATTACK MODIFIERS AND SPECIAL SITUATIONS
+#### ATTACK MODIFIERS AND SPECIAL SITUATIONS
 
 In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
 they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
@@ -17385,7 +17385,7 @@
 long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is
 right there, your target is close, your target is pretty far away, or your target is extremely far away.)
 
-Cover
+##### Cover
 
 If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
 the character are hindered.
@@ -17395,7 +17395,7 @@
 shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker
 can't see the character clearly, this still counts as cover (attacks against the character are hindered).
 
-Position
+##### Position
 
 Sometimes where a character stands gives them an advantage or a disadvantage.
 
@@ -17404,7 +17404,7 @@
 
 Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.
 
-Surprise
+##### Surprise
 
 When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
 invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
@@ -17412,7 +17412,7 @@
 
 If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
 
-Range
+##### Range
 
 In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into
 melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within
@@ -17440,7 +17440,7 @@
 attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a
 bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
 
-Illumination
+##### Illumination
 
 What characters can see (and how well they can see) plays a huge factor in combat.
 
@@ -17462,7 +17462,7 @@
 the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light
 spotting ease the task by two steps.
 
-Visibility
+##### Visibility
 
 Similar to illumination, factors that obscure vision affect combat.
 
@@ -17476,7 +17476,7 @@
 attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without
 the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
 
-Water
+##### Water
 
 Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
 difficult, and being underwater entirely can seem as different as being on another world.
@@ -17494,7 +17494,7 @@
 category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range
 weapons work only to immediate range.
 
-Moving Targets
+##### Moving Targets
 
 Moving targets are harder to hit, and moving attackers have a difficult time as well.
 
@@ -17509,7 +17509,7 @@
 difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a
 ship.
 
-### SPECIAL SITUATION: COMBAT BETWEEN NPCs
+#### SPECIAL SITUATION: COMBAT BETWEEN NPCs
 
 When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
 attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
@@ -17517,7 +17517,7 @@
 NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
 rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
 
-### SPECIAL SITUATION: COMBAT BETWEEN PCs
+#### SPECIAL SITUATION: COMBAT BETWEEN PCs
 
 When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
 roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
@@ -17526,7 +17526,7 @@
 higher,
 the attack misses. Damage is resolved normally. The GM mediates all special effects.
 
-### SPECIAL SITUATION: AREA ATTACKS
+#### SPECIAL SITUATION: AREA ATTACKS
 
 Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
 potentially harm or affect everyone in the area.
@@ -17547,7 +17547,7 @@
 caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
 Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
 
-### SPECIAL SITUATION: ATTACKING OBJECTS
+#### SPECIAL SITUATION: ATTACKING OBJECTS
 
 Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
 Attacking inanimate objects with a melee weapon is a Might action. Objects have
@@ -17733,7 +17733,7 @@
 in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
 task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
 
-### CLIMBING
+#### CLIMBING
 
 When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
 difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
@@ -17752,7 +17752,7 @@
 | 8              | Smooth, horizontal surface (climber is upside down) |
 | 10             | Glass wall or similar surface                       |
 
-### COOPERATIVE ACTIONS
+#### COOPERATIVE ACTIONS
 
 There are many ways multiple characters can work together. None of these options, however, can be used at the same time
 by the same characters.
@@ -17788,7 +17788,7 @@
 nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
 damage. A character cannot willingly take more than one attack each round in this way.
 
-### CRAFTING, BUILDING, AND REPAIRING
+#### CRAFTING, BUILDING, AND REPAIRING
 
 Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
 a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
@@ -17896,7 +17896,7 @@
 | 9          | Technological item (something from beyond Earth)                                                       | Many years            |
 | 10         | Technological item (something from beyond Earth)                                                       | Many years            |
 
-### GUARDING
+#### GUARDING
 
 In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
 tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
@@ -17908,21 +17908,21 @@
 Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If
 the PC succeeds, they can make their attack normally.
 
-### HEALING
+#### HEALING
 
 You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
 restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
 action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
 difficulty 3 task with a target number of 9.
 
-### INTERACTING WITH CREATURES
+#### INTERACTING WITH CREATURES
 
 The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
 punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
 wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or
 some other way to communicate. Learning new languages is the same as learning a new skill.
 
-### JUMPING
+#### JUMPING
 
 Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
 the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
@@ -17940,14 +17940,14 @@
 (There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
 distance. The rules here are just so everyone has some guidelines.)
 
-### LOOKING OR LISTENING
+#### LOOKING OR LISTENING
 
 Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
 for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
 a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
 of your roll.
 
-### MOVING A HEAVY OBJECT
+#### MOVING A HEAVY OBJECT
 
 You can push or pull something very heavy and move it an immediate distance as your action.
 
@@ -17956,7 +17956,7 @@
 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance
 as your action.
 
-### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
+#### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
 
 As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
 device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
@@ -17968,7 +17968,7 @@
 destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and
 know-how.)
 
-### RIDING OR PILOTING
+#### RIDING OR PILOTING
 
 If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
 to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
@@ -17989,19 +17989,19 @@
 | 5              | Coaxing a mount to move or jump twice as fast or far as normal for one round                              |
 | 5              | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control       |
 
-### SNEAKING
+#### SNEAKING
 
 The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
 eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
 lighting conditions and having plenty of things to hide behind.
 
-### SWIMMING
+#### SWIMMING
 
 If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
 rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
 roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
 
-### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
+#### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
 
 When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
 For a bit of knowledge, the GM determines the difficulty.
