--- _tmp/ccsrd.md	2025-06-04 04:39:31.954786990 -0500
+++ _tmp/ccsrd.new.md	2025-06-04 06:51:34.535151336 -0500
@@ -30457,9 +30457,7 @@
 | 99   | Yonder yarn                                             |
 | 00   | Roll on the cypher tables in the Cypher System Rulebook |
 
-##### A SELECTION OF FAIRY TALE CYPHERS
-
-###### Adderstone
+##### Adderstone
 
 Level: 1d6 + 3
 
@@ -30486,7 +30484,7 @@
 | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in.                                      |
 | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps.                                                                                                      |
 
-###### Agate Eye
+##### Agate Eye
 
 Level: 1d6 + 2
 
@@ -30496,7 +30494,7 @@
 cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
 system).
 
-###### Animated Wood
+##### Animated Wood
 
 Level: 1d6
 
@@ -30512,7 +30510,7 @@
 attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
 eased by two steps).
 
-###### Anywhere Door
+##### Anywhere Door
 
 Level: 1d6 + 3
 
@@ -30521,7 +30519,7 @@
 Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
 anything that can discern the door can use it. Erasing the drawn line erases the door.
 
-###### Apple of Discord
+##### Apple of Discord
 
 Level: 1d6 + 1
 
@@ -30531,7 +30529,7 @@
 to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
 of the apple.
 
-###### Azure Dust
+##### Azure Dust
 
 Level: 1d6 + 1
 
@@ -30539,7 +30537,7 @@
 
 Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
 
-###### Baba Yaga's Spiced Cookie
+##### Baba Yaga's Spiced Cookie
 
 Level: 1d6
 
@@ -30547,7 +30545,7 @@
 
 Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
 
-###### Bellman's Map of the Ocean
+##### Bellman's Map of the Ocean
 
 Level: 1d6 + 2
 
@@ -30559,7 +30557,7 @@
 beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
 social interactions with those affected are eased by two steps).
 
-###### Beloved's Kiss
+##### Beloved's Kiss
 
 Level: 1d6 + 3
 
@@ -30576,7 +30574,7 @@
 | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects)         |
 | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
 
-###### Bird's Nest Coronet
+##### Bird's Nest Coronet
 
 Level: 1d6 + 3
 
@@ -30586,7 +30584,7 @@
 Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
 are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
 
-###### Blackbird Pie
+##### Blackbird Pie
 
 Level: 1d6
 
@@ -30595,7 +30593,7 @@
 Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
 range who hear the song are hindered on all tasks for ten minutes.
 
-###### Blood Pearl Blossom
+##### Blood Pearl Blossom
 
 Level: 1d6 + 4
 
@@ -30604,7 +30602,7 @@
 Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
 take from one round to one day, depending on the level, severity, and type of curse.
 
-###### Bone Key
+##### Bone Key
 
 Level: 1d6 + 2
 
@@ -30612,7 +30610,7 @@
 
 Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
 
-###### Bones of the Beloved
+##### Bones of the Beloved
 
 Level: 1d6 + 3
 
@@ -30623,7 +30621,7 @@
 hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
 if the cypher is level 6 or higher). This does not change the actual health or age of the character.
 
-###### Bowl of Porridge
+##### Bowl of Porridge
 
 Level: 1d6 + 3
 
@@ -30632,7 +30630,7 @@
 Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
 effects of cold for ten minutes.
 
-###### Cat Sidhe Medallion
+##### Cat Sidhe Medallion
 
 Level: 1d6 + 2
 
@@ -30641,7 +30639,7 @@
 Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
 cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
 
-###### Cheshire Smile
+##### Cheshire Smile
 
 Level: 1d6
 
@@ -30652,7 +30650,7 @@
 with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
 and then fades away slowly, until even the original smile has disappeared.
 
-###### Coalheart's Beard Balm
+##### Coalheart's Beard Balm
 
 Level: 1d6
 
@@ -30665,7 +30663,7 @@
 
 Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
 
-###### Croc's Clock
+##### Croc's Clock
 
 Level: 1d6
 
@@ -30674,7 +30672,7 @@
 Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
 within long range to its presence for one day.
 
-###### Crown Jewel
+##### Crown Jewel
 
 Level: 1d6 + 2
 
@@ -30684,7 +30682,7 @@
 item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
 comes first).
 
-###### Dame Trot's Cat
+##### Dame Trot's Cat
 
 Level: 1d6 + 3
 
@@ -30693,7 +30691,7 @@
 Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
 time it senses danger. The cat's level is equal to the cypher level.
 
-###### Darning Needle
+##### Darning Needle
 
 Level: 1d6
 
@@ -30703,7 +30701,7 @@
 damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
 to the cypher's level.
 
-###### Dead Water
+##### Dead Water
 
 Level: 1d6 + 3
 
@@ -30712,7 +30710,7 @@
 Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
 Might Pool.
 
-###### Deathless
+##### Deathless
 
 Level: 1d6 + 3
 
@@ -30728,7 +30726,7 @@
 If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
 actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
 
-###### Death's Candle
+##### Death's Candle
 
 Level: 1d6 + 4
 
@@ -30742,7 +30740,7 @@
 of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
 damage, which is not enough to kill the user, the user takes the 4 points of damage.
 
-###### Death's Messengers
+##### Death's Messengers
 
 Level: 1d6 + 2
 
@@ -30752,7 +30750,7 @@
 in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
 level (each round).
 
-###### Diadem of Death
+##### Diadem of Death
 
 Level: 1d6 + 4
 
@@ -30761,7 +30759,7 @@
 Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
 damage equal to its level.
 
-###### Dragon's Blood
+##### Dragon's Blood
 
 Level: 1d6
 
@@ -30775,7 +30773,7 @@
 | 3-4 | Asset to all tasks involving magic                       |
 | 5-6 | Asset to all tasks involving romance, sex, and fertility |
 
-###### Dragon's Teeth
+##### Dragon's Teeth
 
 Level: 1d6
 
@@ -30791,7 +30789,7 @@
 
 Warriors: level 3; Armor 1; swords inflict 3 points of damage
 
-###### Dressmaking Nut
+##### Dressmaking Nut
 
 Level: 1d6 + 2
 
@@ -30805,7 +30803,7 @@
 
 Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
 
-###### Drink Me
+##### Drink Me
 
 Level: 1d6
 
@@ -30814,7 +30812,7 @@
 Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
 another way to change their size (such as with an eat me).
 
-###### Dust of the Dreamer
+##### Dust of the Dreamer
 
 Level: 1d6
 
@@ -30823,7 +30821,7 @@
 Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
 action. This does not use up any of their recovery rolls.
 
-###### Eat Me
+##### Eat Me
 
 Level: 1d6
 
@@ -30832,7 +30830,7 @@
 Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
 way to change their size (such as with a drink me).
 
-###### Emperor's New Clothes
+##### Emperor's New Clothes
 
 Level: 1d6
 
@@ -30840,7 +30838,7 @@
 
 Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
 
-###### Fairy Cup
+##### Fairy Cup
 
 Level: 1d6 + 1
 
@@ -30852,7 +30850,7 @@
 It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
 protection by way of thanks.
 
-###### False Grandmother
+##### False Grandmother
 
 Level: 1d6 + 2
 
@@ -30865,7 +30863,7 @@
 creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
 duration.
 
-###### Father's Betrayal
+##### Father's Betrayal
 
 Level: 1d6 + 2
 
@@ -30875,7 +30873,7 @@
 m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
 and are dazed for one round, hindering their next action.
 
-###### Flaming Arrow
+##### Flaming Arrow
 
 Level: 1d6 + 2
 
@@ -30884,7 +30882,7 @@
 Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
 range.
 
-###### Flowers for Grandmother
+##### Flowers for Grandmother
 
 Level: 1d6 + 2
 
@@ -30902,7 +30900,7 @@
 | 5   | Intellect             |
 | 6   | Slashing and piercing |
 
-###### Forget-Me-Knot
+##### Forget-Me-Knot
 
 Level: 1d6 + 3
 
@@ -30914,7 +30912,7 @@
 scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
 memory. Capturing the memory is an action, as is untying the loop.
 
-###### Genie's Handkerchief
+##### Genie's Handkerchief
 
 Level: 1d6
 
@@ -30928,7 +30926,7 @@
 their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
 drawbacks.
 
-###### Gilded Shell
+##### Gilded Shell
 
 Level: 1d6
 
@@ -30940,7 +30938,7 @@
 m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
 making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
 
-###### Gingerbread Man
+##### Gingerbread Man
 
 Level: 1d6
 
@@ -30948,7 +30946,7 @@
 
 Effect: After eating the cookie, the user has training in Speed defense for the next day.
 
-###### Godfather's Picture Book
+##### Godfather's Picture Book
 
 Level: 1d6 + 2
 
@@ -30959,7 +30957,7 @@
 turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
 regular book and does not count against the character's cypher limit.
 
-###### Golden Beetle
+##### Golden Beetle
 
 Level: 1d6
 
@@ -30968,7 +30966,7 @@
 Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
 within long range.
 
-###### Golden Vanity
+##### Golden Vanity
 
 Level: 1d6
 
@@ -30987,7 +30985,7 @@
 The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
 When all three items have been used, it remains a functional vanity set but no longer holds any magic.
 
-###### Green Spectacles
+##### Green Spectacles
 
 Level: 1d6
 
@@ -30996,7 +30994,7 @@
 Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
 day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
 
-###### Hart's Heart
+##### Hart's Heart
 
 Level: 1d6 + 3
 
@@ -31005,7 +31003,7 @@
 Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
 convince the recipient are eased by two steps.
 
-###### Heart of a Star
+##### Heart of a Star
 
 Level: 1d6
 
@@ -31015,7 +31013,7 @@
 eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
 eased.)
 
-###### Heart's Tart
+##### Heart's Tart
 
 Level: 1d6 + 2
 
@@ -31024,7 +31022,7 @@
 Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
 ten minutes.
 
-###### Hot Cross Buns
+##### Hot Cross Buns
 
 Level: 1d6
 
@@ -31032,7 +31030,7 @@
 
 Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
 
-###### Iron Bands of Three
+##### Iron Bands of Three
 
 Level: 1d6 + 3
 
@@ -31043,7 +31041,7 @@
 them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
 breaks. When all three bands are broken, the cypher is used up.
 
-###### Itsy Bitsy Spider
+##### Itsy Bitsy Spider
 
 Level: 1d6
 
@@ -31055,7 +31053,7 @@
 cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
 three words or less.
 
-###### Jack's Candlestick
+##### Jack's Candlestick
 
 Level: 1d6 + 3
 
@@ -31063,7 +31061,7 @@
 
 Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
 
-###### Jiminy Cricket
+##### Jiminy Cricket
 
 Level: 1d6
 
@@ -31072,7 +31070,7 @@
 Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
 modifiers.
 
-###### The Key of Knowing
+##### The Key of Knowing
 
 Level: 1d6 + 3
 
@@ -31085,7 +31083,7 @@
 After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
 ever again.
 
-###### Knave of Hearts
+##### Knave of Hearts
 
 Level: 1d6 + 2
 
@@ -31095,7 +31093,7 @@
 knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
 minutes per cypher level.
 
-###### Lion's Courage
+##### Lion's Courage
 
 Level: 1d6 + 1
 
@@ -31105,7 +31103,7 @@
 time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
 +1 point of damage.
 
-###### Living Water
+##### Living Water
 
 Level: 1d6 + 3
 
@@ -31117,7 +31115,7 @@
 When dead water and living water cyphers are used together, a dead character can be brought back to life without any
 permanent reductions of their Might Pool.
 
-###### Magic Beans
+##### Magic Beans
 
 Level: 1d6 + 4
 
@@ -31126,7 +31124,7 @@
 Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
 beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
 
-###### Memory's Match
+##### Memory's Match
 
 Level: 1d6
 
@@ -31137,7 +31135,7 @@
 the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
 (ignores Armor).
 
-###### Mermaid Tear
+##### Mermaid Tear
 
 Level: 1d6 + 2
 
@@ -31148,7 +31146,7 @@
 significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
 to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
 
-###### Neverlost
+##### Neverlost
 
 Level: 1d6
 
@@ -31159,7 +31157,7 @@
 the items become invisible to everyone except the user and any allies the user designates. The items last for one day
 per cypher level and can be seen by the user and their allies, even in complete darkness.
 
-###### Nonsensical Poem
+##### Nonsensical Poem
 
 Level: 1d6 + 4
 
@@ -31169,7 +31167,7 @@
 becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
 the GM to come up with an appropriate and acceptable change.)
 
-###### Omniscient Bean
+##### Omniscient Bean
 
 Level: 1d6 + 2
 
@@ -31183,7 +31181,7 @@
 knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
 can't provide knowledge about the future, since that is level 10).
 
-###### Pictureless Book
+##### Pictureless Book
 
 Level: 1d6
 
@@ -31202,7 +31200,7 @@
 | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage.                                                                                                                   |
 | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
 
-###### Poison for Your Daughter
+##### Poison for Your Daughter
 
 Level: 1d6 + 2
 
@@ -31269,7 +31267,7 @@
 </tbody>
 </table>
 
-###### Poisoned Apple
+##### Poisoned Apple
 
 Level: 1d6 + 2
 
@@ -31283,7 +31281,7 @@
 other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
 instance, to force-feed someone part of the apple and have the cypher activate.
 
-###### Poppet (Damage)
+##### Poppet (Damage)
 
 Level: 1d6 + 4
 
@@ -31293,7 +31291,7 @@
 Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
 away it is. Writing the name and destroying the poppet are separate actions.
 
-###### Poppet (Love)
+##### Poppet (Love)
 
 Level: 1d6 + 2
 
@@ -31305,7 +31303,7 @@
 time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
 the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
 
-###### Poppet (Prosperity)
+##### Poppet (Prosperity)
 
 Level: 1d6 + 2
 
@@ -31315,7 +31313,7 @@
 Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
 see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
 
-###### Poppet (Silence)
+##### Poppet (Silence)
 
 Level: 1d6 + 2
 
@@ -31325,7 +31323,7 @@
 the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
 with the person who activated the poppet.
 
-###### Powder of Life
+##### Powder of Life
 
 Level: 1d6 + 3
 
@@ -31342,7 +31340,7 @@
 their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
 stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
 
-###### Princess's Pea
+##### Princess's Pea
 
 Level: 1d6 + 3
 
@@ -31351,7 +31349,7 @@
 Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
 claims, and other such tricks (for all senses) for what they are.
 
-###### Rabbit Hole
+##### Rabbit Hole
 
 Level: 1d6
 
@@ -31366,7 +31364,7 @@
 The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
 jumping in feet-first.
 
-###### Rapunzel Leaf
+##### Rapunzel Leaf
 
 Level: 1d6 + 3
 
@@ -31378,7 +31376,7 @@
 
 The tower's level is equal to the cypher level, and the structure is permanent and immobile.
 
-###### Rose of Red
+##### Rose of Red
 
 Level: 1d6 + 1
 
@@ -31390,7 +31388,7 @@
 birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
 inflicting damage equal to the cypher level.
 
-###### Shadow Soap
+##### Shadow Soap
 
 Level: 4
 
@@ -31404,7 +31402,7 @@
 
 Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
 
-###### Shard of the Moon
+##### Shard of the Moon
 
 Level: 1d6 + 2
 
@@ -31415,7 +31413,7 @@
 The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
 ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
 
-###### Shining Knife
+##### Shining Knife
 
 Level: 1d6 + 3
 
@@ -31426,7 +31424,7 @@
 knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
 rusted.
 
-###### Silver Slippers
+##### Silver Slippers
 
 Level: 1d6 + 2
 
@@ -31441,7 +31439,7 @@
 
 it is rumored that they magically return to the world in some form for someone else who needs them.
 
-###### Singing Bone
+##### Singing Bone
 
 Level: 1d6 + 3
 
@@ -31453,7 +31451,7 @@
 For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
 "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
 
-###### Snake Leaves
+##### Snake Leaves
 
 Level: 1d6 + 2
 
@@ -31464,7 +31462,7 @@
 a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
 permanent 3-point reduction in their maximum Intellect Pool.
 
-###### Snickersnee
+##### Snickersnee
 
 Level: 1d6 + 4
 
@@ -31473,7 +31471,7 @@
 Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
 additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
 
-###### Song of the Dead
+##### Song of the Dead
 
 Level: 1d6
 
@@ -31483,7 +31481,7 @@
 carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
 communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
 
-###### Sorcerer's Skeleton Key
+##### Sorcerer's Skeleton Key
 
 Level: 1d6 + 2
 
@@ -31492,7 +31490,7 @@
 Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
 automatically unlocks it.
 
-###### Spirit Ring
+##### Spirit Ring
 
 Level: 1d6
 
@@ -31507,7 +31505,7 @@
 on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
 important), and they may take the time to curse or prank the characters before they disappear.
 
-###### Teleport Hat
+##### Teleport Hat
 
 Level: 1d6 + 3
 
@@ -31518,7 +31516,7 @@
 stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
 of origination.
 
-###### Three Needles
+##### Three Needles
 
 Level: 1d6
 
@@ -31527,7 +31525,7 @@
 Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
 doing so was a routine task.
 
-###### Tin Man's Tears
+##### Tin Man's Tears
 
 Level: 1d6 + 2
 
@@ -31537,7 +31535,7 @@
 touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
 soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
 
-###### To Peter With Love
+##### To Peter With Love
 
 Level: 1d6 + 3
 
@@ -31547,7 +31545,7 @@
 specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
 at least a round and sometimes longer, depending on the distance and difficulty.
 
-###### Valorous Whetstone
+##### Valorous Whetstone
 
 Level: 1d6
 
@@ -31556,7 +31554,7 @@
 Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
 next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
 
-###### Vase of Tears
+##### Vase of Tears
 
 Level: 1d6
 
@@ -31565,7 +31563,7 @@
 Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
 the next time they are physically attacked.
 
-###### White Snake
+##### White Snake
 
 Level: 1d6 + 2
 
@@ -31574,7 +31572,7 @@
 Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
 things for ten minutes.
 
-###### Wish-Granting Pearl
+##### Wish-Granting Pearl
 
 Level: 1d6 + 1
 
@@ -31585,7 +31583,7 @@
 an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
 cannot grant a wish above its level.
 
-###### Witch Bottle
+##### Witch Bottle
 
 Level: 1d6 + 1
 
@@ -31594,7 +31592,7 @@
 Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
 to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
 
-###### Witch's Ladder
+##### Witch's Ladder
 
 Level: 1d6 + 2
 
@@ -31603,7 +31601,7 @@
 Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
 who stored it, or by someone who has received their permission to do so.
 
-###### Wooden Spoon
+##### Wooden Spoon
 
 Level: 1d6 + 4
 
@@ -31613,7 +31611,7 @@
 their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
 their turn, or attack a foe three times.
 
-###### Yonder Yarn
+##### Yonder Yarn
 
 Level: 1d6 + 4
 
@@ -31626,14 +31624,14 @@
 It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
 ways to hide themselves (and others) from the yarn's power.
 
-### ARTIFACTS
+#### ARTIFACTS
 
 Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
 later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
 creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
 itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
 
-### ARTIFACT QUIRKS
+##### ARTIFACT QUIRKS
 
 Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
 mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
@@ -31644,7 +31642,7 @@
 experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
 one quirk at a time and is rarely without a quirk for long.
 
-Quirks Table
+##### Quirks Table
 
 <table>
 <colgroup>
@@ -31744,7 +31742,7 @@
 </tbody>
 </table>
 
-Artifact Table
+##### Artifact Table
 
 When giving artifacts to characters, either choose from this table or roll d100 for random results.
 
@@ -31786,9 +31784,7 @@
 | 97-98 | Tweedledee's umbrella           |
 | 99-00 | Vicious tankard                 |
 
-### A SELECTION OF FAIRY TALE ARTIFACTS
-
-A Tisket a Tasket
+##### A Tisket a Tasket
 
 Level: 1d6
 
@@ -31799,7 +31795,7 @@
 
 Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
 
-Bounding Boots
+##### Bounding Boots
 
 Level: 1d6 + 1
 
@@ -31810,7 +31806,7 @@
 
 Depletion: —
 
-Boundless Bag
+##### Boundless Bag
 
 Level: 1d6 + 2
 
@@ -31832,7 +31828,7 @@
 Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
 cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
 
-Boy Blue's Horn
+##### Boy Blue's Horn
 
 Level: 1d6
 
@@ -31844,7 +31840,7 @@
 
 Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
 
-Carving Knife of Sharpness
+##### Carving Knife of Sharpness
 
 Level: 1d6 + 1
 
@@ -31858,7 +31854,7 @@
 The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
 than a mortal creature will display in a similar situation.
 
-Devils and Tailors
+##### Devils and Tailors
 
 Level: 1d6 + 2
 
@@ -31874,7 +31870,7 @@
 You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
 left on the board (highest roll) is the winner.
 
-Fiddle of the Fossegrim
+##### Fiddle of the Fossegrim
 
 Level: 1d6 + 2
 
@@ -31887,7 +31883,7 @@
 
 Depletion: 1 in 1d20
 
-Fortunate's Purse
+##### Fortunate's Purse
 
 Level: 1d6
 
@@ -31902,7 +31898,7 @@
 out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
 doing great kindnesses or completing a difficult task.
 
-Galoshes of Fortune
+##### Galoshes of Fortune
 
 Level: 1d6 + 4
 
@@ -31914,7 +31910,7 @@
 
 Depletion: 1 in 1d6
 
-Genie's Lamp
+##### Genie's Lamp
 
 Level: 1d6 + 2
 
@@ -31930,7 +31926,7 @@
 Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
 simple as a lamp.
 
-Golden Bridle
+##### Golden Bridle
 
 Level: 1d6 + 2
 
@@ -31945,7 +31941,7 @@
 
 Depletion: 1 in 1d10
 
-Hatchet of the Woodsman
+##### Hatchet of the Woodsman
 
 Level: 1d6 + 4
 
@@ -31957,7 +31953,7 @@
 
 Depletion: 1 in 1d20 (check on each successful attack)
 
-Hook's Hook
+##### Hook's Hook
 
 Level: 1d6 + 1
 
@@ -31976,7 +31972,7 @@
 purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
 Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
 
-Horn of Destruction
+##### Horn of Destruction
 
 Level: 1d6 + 3
 
@@ -31990,7 +31986,7 @@
 It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
 wear a crown fashioned from talus and scree.
 
-Iron Stove
+##### Iron Stove
 
 Level: 1d6 + 3
 
@@ -32009,7 +32005,7 @@
 A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
 other scavengers have been known to try to take an eye or leg.
 
-Knapsack of Sevens
+##### Knapsack of Sevens
 
 Level: 1d6
 
@@ -32023,7 +32019,7 @@
 
 Depletion: 1 in 1d20
 
-Mirror Mirror
+##### Mirror Mirror
 
 Level: 1d6 + 4
 
@@ -32087,7 +32083,7 @@
 </tbody>
 </table>
 
-Pandora's Box
+##### Pandora's Box
 
 Level: 1d6 + 4
 
@@ -32100,7 +32096,7 @@
 
 Depletion: 1 in 1d6
 
-Pixie Dust
+##### Pixie Dust
 
 Level: 1d6
 
@@ -32113,7 +32109,7 @@
 
 Depletion: 1 in 1d10
 
-Red Cap
+##### Red Cap
 
 Level: 1d6 + 3
 
@@ -32126,7 +32122,7 @@
 
 Depletion: 1 in 1d20 (check each day of use)
 
-Red Riding Hood
+##### Red Riding Hood
 
 Level: 1d6 + 3
 
@@ -32138,7 +32134,7 @@
 
 Depletion: 1 in 1d10 (check each day of use)
 
-Self-Swinging Sword
+##### Self-Swinging Sword
 
 Level: 1d6 + 1
 
@@ -32153,7 +32149,7 @@
 
 Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
 
-Seven-League Boots
+##### Seven-League Boots
 
 Level: 1d6 + 3
 
@@ -32166,7 +32162,7 @@
 Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
 boots.
 
-Shapeshifter Wand
+##### Shapeshifter Wand
 
 Level: 1d6
 
@@ -32183,7 +32179,7 @@
 
 Depletion: 1 in 1d10
 
-She-Bear
+##### She-Bear
 
 Level: 1d6
 
@@ -32195,7 +32191,7 @@
 
 Depletion: 1 in 1d6
 
-Shirt of Nettles
+##### Shirt of Nettles
 
 Level: 1d6 + 4
 
@@ -32208,7 +32204,7 @@
 Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
 ability, after which the shirt still functions as armor.)
 
-Soldier's Cloak of Invisibility
+##### Soldier's Cloak of Invisibility
 
 Level: 1d6 + 2
 
@@ -32220,7 +32216,7 @@
 
 Depletion: 1 in 1d100
 
-Soulful Fiddle
+##### Soulful Fiddle
 
 Level: 1d6 + 2
 
@@ -32237,7 +32233,7 @@
 
 Depletion: 1 in 1d20
 
-Steadfast Tin Soldier
+##### Steadfast Tin Soldier
 
 Level: 1d6 + 2
 
@@ -32254,7 +32250,7 @@
 It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
 Paper Ballerina, Handless Maiden, and Bianca's Snake.
 
-Stone Canoe
+##### Stone Canoe
 
 Level: 1d6 + 3
 
@@ -32265,7 +32261,7 @@
 
 Depletion: 1 in 1d6 (check each use)
 
-Story Knife
+##### Story Knife
 
 Level: 1d6 + 2
 
@@ -32286,7 +32282,7 @@
 
 Depletion: 1 in 1d20
 
-Table-Be-Set
+##### Table-Be-Set
 
 Level: 1d6
 
@@ -32306,7 +32302,7 @@
 a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
 garner the characters new friends, or catch the attention of thieves.
 
-Tinderbox
+##### Tinderbox
 
 Level: 1d6 + 2
 
@@ -32317,7 +32313,7 @@
 
 Depletion: 1 in 1d6
 
-Tweedledee's Umbrella
+##### Tweedledee's Umbrella
 
 Level: 1d6 + 2
 
@@ -32329,7 +32325,7 @@
 
 Depletion: 1 in 1d10
 
-Vicious Tankard
+##### Vicious Tankard
 
 Level: 1d6 + 2
 
@@ -32344,7 +32340,7 @@
 
 Depletion: 1 in 1d20 (check each fight)
 
-### BEASTS AND BEINGS
+#### BEASTS AND BEINGS
 
 The following creatures and characters are provided to help populate your fairy tale game.
 
@@ -32367,7 +32363,7 @@
 
 A creature's health is always equal to its target number unless otherwise stated.
 
-Suggested Additional Creatures for Use in Fairy Tale Settings
+##### Suggested Additional Creatures for Use in Fairy Tale Settings
 
 The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
 creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
@@ -32409,9 +32405,9 @@
 
 • Wizard, mighty
 
-Beasts and Beings by Archetype
+##### Beasts and Beings by Archetype
 
-Animals
+###### Animals
 
 | Animals, common       |
 |-----------------------|
@@ -32433,7 +32429,7 @@
 | Toby the turtle       |
 | Wolf, Big Bad         |
 
-Crafted
+###### Crafted
 
 | Geppetto's children            |
 |--------------------------------|
@@ -32442,7 +32438,7 @@
 | Tin Woodman                    |
 | Virgilius's copper dogs        |
 
-Earth Beings
+###### Earth Beings
 
 | Erikling                        |
 |---------------------------------|
@@ -32454,7 +32450,7 @@
 | Satyr                           |
 | Troll                           |
 
-Fey Beings
+###### Fey Beings
 
 | Áine, Fairy Queen of Light and Love           |
 |-----------------------------------------------|
@@ -32477,7 +32473,7 @@
 | Tunnel bog                                    |
 | Will-o-wisp                                   |
 
-Of the Grave
+###### Of the Grave
 
 | Death                                 |
 |---------------------------------------|
@@ -32490,7 +32486,7 @@
 | Ghoul (Cypher System Rulebook)        |
 | Skeleton (Cypher System Rulebook)     |
 
-Human NPCs
+###### Human NPCs
 
 | Aristocrat          |
 |---------------------|
@@ -32500,7 +32496,7 @@
 | Robber/Thief        |
 | Scholar             |
 
-Named Characters
+###### Named Characters
 
 | Happy           |
 |-----------------|
@@ -32509,7 +32505,7 @@
 | Snow White      |
 | Toby the turtle |
 
-Royalty
+###### Royalty
 
 | Áine, Fairy Queen of Light and Love               |
 |---------------------------------------------------|
@@ -32524,7 +32520,7 @@
 | Red Knight                                        |
 | White stag royal                                  |
 
-Shapeshifters
+###### Shapeshifters
 
 | Changeling |
 |------------|
@@ -32532,7 +32528,7 @@
 | Queen      |
 | Witch      |
 
-Spiring Beings
+###### Spiring Beings
 
 | Black dog                             |
 |---------------------------------------|
@@ -32548,7 +32544,7 @@
 | Nightmare                             |
 | Skeleton (Cypher System Rulebook)     |
 
-Tricksters
+###### Tricksters
 
 | Cheshire Cat                   |
 |--------------------------------|
@@ -32557,7 +32553,7 @@
 | Satyr                          |
 | Wolf, Big Bad                  |
 
-Water Beings
+###### Water Beings
 
 | Caileach             |
 |----------------------|
@@ -32569,7 +32565,7 @@
 | The Sea, Herself     |
 | Siren                |
 
-Witches, Wizards, and Sorcerers
+###### Witches, Wizards, and Sorcerers
 
 | Witch (archetype)            |
 |------------------------------|
@@ -32584,7 +32580,7 @@
 | Wicked Witch of the West     |
 | Witch of the Drowning Slough |
 
-World and Weather Beings
+###### World and Weather Beings
 
 | Moon               |
 |--------------------|
@@ -32592,7 +32588,7 @@
 | West Wind          |
 | Wind children, the |
 
-### MAGICAL ANIMALS
+##### MAGICAL ANIMALS
 
 Bear: level 5; health 20; Armor 1; two magical abilities
 
@@ -32655,7 +32651,7 @@
 Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
 or might not be living, depending on its nature.
 
-### OF BITE AND CLAW (CREATURES)
+##### OF BITE AND CLAW (CREATURES)
 
 The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
 snarks.
@@ -32689,7 +32685,7 @@
 
 level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
 
-### CRAFTED (CREATURES)
+##### CRAFTED (CREATURES)
 
 Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
 Pinocchio,
@@ -32720,7 +32716,7 @@
 
 Level 5; Armor 2
 
-### OF EARTH AND STONE (CREATURES)
+##### OF EARTH AND STONE (CREATURES)
 
 Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
 made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
@@ -32739,7 +32735,7 @@
 Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
 of damage per round; troll regains 3 points of health per round.
 
-### FEY (CREATURES)
+##### FEY (CREATURES)
 
 In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
 boggarts, and goblins. There are so many types of fey beings in
@@ -32767,7 +32763,7 @@
 
 Level 2, stealth and finding lost items as level 6
 
-### OF WATER AND WAVES (CREATURES)
+##### OF WATER AND WAVES (CREATURES)
 
 Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
 areas of the world.
@@ -32794,7 +32790,7 @@
 Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
 foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
 
-### NPCs
+##### NPCs
 
 The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
 fairy tales.
@@ -32833,7 +32829,7 @@
 
 Suggested types and additional equipment for a horror setting are the same as in a modern setting.
 
-### ENCYCLOPEDIA OF HORROR MECHANICS
+#### ENCYCLOPEDIA OF HORROR MECHANICS
 
 This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
 suspenseful. Horror modules are tweaks the GM applies
@@ -32852,7 +32848,7 @@
 use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
 twist to the game.
 
-###  GENERAL HORROR GM INTRUSIONS
+#### GENERAL HORROR GM INTRUSIONS
 
 The following GM intrusions work for most horror genres.
 
@@ -32870,7 +32866,7 @@
 • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
 blinding them until they take an action to wipe their eyes clean.
 
-### BAD PENNY
+#### BAD PENNY
 
 An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
 discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
@@ -32887,7 +32883,7 @@
 earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
 PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
 
-### CHARACTER POSSE
+#### CHARACTER POSSE
 
 Every player is given at least two characters to run, each with about the same amount of background and abilities so
 they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
@@ -32905,7 +32901,8 @@
 and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
 require special actions (like Anecdote and Muscles of Iron).
 
-### DEAD ALL ALONG
+#### DEAD ALL ALONG
+
 A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
 quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
 from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -32922,7 +32919,7 @@
 When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
 module.
 
-### FRAGILITY
+#### FRAGILITY
 
 Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
 increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
@@ -32937,7 +32934,7 @@
 affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
 Pools).
 
-### GHOSTLY HELPERS
+#### GHOSTLY HELPERS
 
 In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
 player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
@@ -32961,7 +32958,7 @@
 Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
 guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
 
-### HALLUCINATION RESET
+#### HALLUCINATION RESET
 
 In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
 hallucinating or dreaming it. In some cases, their fear response
@@ -32995,7 +32992,7 @@
 something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
 know if they should act on their "future memories" of these events or ignore them as falsehoods.
 
-### HORROR MODE
+#### HORROR MODE
 
 Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
 tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
@@ -33009,7 +33006,7 @@
 task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
 them feel more vulnerable.
 
-### USING GM INTRUSIONS IN HORROR MODE
+##### USING GM INTRUSIONS IN HORROR MODE
 
 With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
 intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
@@ -33039,7 +33036,7 @@
 (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
 that should be based on the situation.)
 
-### OPTIONAL RULE: MADNESS
+#### OPTIONAL RULE: MADNESS
 
 Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
 campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
@@ -33074,7 +33071,7 @@
 their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
 simple things.
 
-### ESCALATION RATE
+#### ESCALATION RATE
 
 <table>
 <colgroup>
@@ -33104,7 +33101,7 @@
 </tbody>
 </table>
 
-### HYSTERIA
+#### HYSTERIA
 
 Screaming is a natural reaction when you're frightened, but it's also likely
 
@@ -33127,7 +33124,7 @@
 
 attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
 
-### INSTANT PANIC
+#### INSTANT PANIC
 
 Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
 that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
@@ -33142,7 +33139,7 @@
 person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
 it again as an intrusion if the circumstances warrant it.
 
-### IRONMAN
+#### IRONMAN
 
 There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
 and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
@@ -33155,7 +33152,7 @@
 whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
 healing cyphers and artifacts, but limit them to the minimum amount.
 
-### LAST SURVIVOR
+#### LAST SURVIVOR
 
 Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
 journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
@@ -33189,14 +33186,15 @@
 everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
 character getting 1 XP. Once this happens, the last survivor token is removed from the game.
 
-### MADNESS
+#### MADNESS
 
 Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
 or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
 by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
 Mad descriptor.
 
-### PERILOUS VENTURE
+#### PERILOUS VENTURE
+
 Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
 make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
 banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -33240,7 +33238,8 @@
 blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
 could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
 
-### POOR CHOICES
+#### POOR CHOICES
+
 Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
 friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
 and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
@@ -33262,7 +33261,7 @@
 As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
 consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
 
-### POOR CHOICES INTRUSIONS
+##### POOR CHOICES INTRUSIONS
 
 The following are examples of GM intrusions to use with the Poor Choices module.
 
@@ -33352,7 +33351,7 @@
 
 • A character tries to help a child who has no reason for being there.
 
-### SECRET TWIST
+#### SECRET TWIST
 
 It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
 interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
@@ -33395,7 +33394,7 @@
 sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
 separate notes about what the original and the duplicate know.
 
-### SHOCK
+#### SHOCK
 
 Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
 means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
@@ -33405,7 +33404,7 @@
 the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
 appropriate action, perhaps with input from the player).
 
-### SHOCK LEVELS
+##### SHOCK LEVELS
 
 | Event                                                                                                   | Level          |
 |---------------------------------------------------------------------------------------------------------|----------------|
@@ -33420,7 +33419,7 @@
 | Witnessing something supernatural (like a spell)                                                        | 5              |
 | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8              |
 
-### UNEASE
+#### UNEASE
 
 Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
 something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
@@ -33445,7 +33444,7 @@
 
 In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
 
-### CONSENT
+#### CONSENT
 
 Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
 make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
@@ -33465,7 +33464,7 @@
 For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
 PDF at myMCG.info/consent
 
-### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
+#### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
 
 The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
 each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
@@ -33515,7 +33514,7 @@
 
 \* Creature found in the Cypher System Rulebook
 
-### HORROR CYPHERS
+#### HORROR CYPHERS
 
 Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
 mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
@@ -33531,7 +33530,7 @@
 invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
 award a new manifest cypher.
 
-### ALIEN CYPHERS
+##### ALIEN CYPHERS
 
 | 1-2   | Anathema siren (aliens)      |
 |-------|------------------------------|
@@ -33545,7 +33544,7 @@
 | 17-18 | Primitive doppelganger       |
 | 19-20 | Visage scrutinizer           |
 
-### BODY HORROR CYPHERS
+##### BODY HORROR CYPHERS
 
 | 1-2   | Ascendant flesh vivisector |
 |-------|----------------------------|
@@ -33559,7 +33558,7 @@
 | 17-18 | Primitive doppelganger     |
 | 19-20 | Reanimator                 |
 
-### CLASSIC MONSTER CYPHERS
+##### CLASSIC MONSTER CYPHERS
 
 | 1     | Anathema siren (cryptids)   |
 |-------|-----------------------------|
@@ -33577,7 +33576,7 @@
 | 18-19 | Silgarho infusion           |
 | 20    | Unphantomed limb            |
 
-### DARK MAGIC AND OCCULT CYPHERS
+##### DARK MAGIC AND OCCULT CYPHERS
 
 | 1-4   | Anathema siren (demons) |
 |-------|-------------------------|
@@ -33589,7 +33588,7 @@
 
 
 
-### DEMON CYPHERS
+##### DEMON CYPHERS
 
 | 1-4   | Anathema siren (demons) |
 |-------|-------------------------|
@@ -33599,13 +33598,13 @@
 | 14-16 | Reanimator              |
 | 17-20 | Visage scrutinizer      |
 
-### GHOST CYPHERS
+##### GHOST CYPHERS
 
 | 1-8  | Anathema siren (ghost) |
 |------|------------------------|
 | 9-20 | Ghost detector         |
 
-### LOVECRAFTIAN CYPHERS
+##### LOVECRAFTIAN CYPHERS
 
 | 1-2   | Anathema siren (aliens)                     |
 |-------|---------------------------------------------|
@@ -33620,7 +33619,7 @@
 | 18-19 | Invisibility revealer                       |
 | 20    | Mind swapper                                |
 
-### MUMMY CYPHERS
+##### MUMMY CYPHERS
 
 | 1-6   | Anathema siren (mummies) |
 |-------|--------------------------|
@@ -33628,7 +33627,7 @@
 | 13-16 | Reanimator               |
 | 17-20 | Revenant serum           |
 
-### SCIENCE GONE WRONG CYPHERS
+##### SCIENCE GONE WRONG CYPHERS
 
 | 1   | Anathema siren (simulacra) |
 |-----|----------------------------|
@@ -33652,7 +33651,7 @@
 | 19  | Revenant serum             |
 | 20  | Unphantomed limb           |
 
-### UNDEAD CYPHERS
+##### UNDEAD CYPHERS
 
 | 1-3   | Anathema siren (ghosts)   |
 |-------|---------------------------|
@@ -33666,14 +33665,14 @@
 | 16-18 | Silgarho infusion         |
 | 19-20 | Wolfsbane potion          |
 
-### VAMPIRE CYPHERS
+##### VAMPIRE CYPHERS
 
 | 1-6   | Anathema siren (vampire) |
 |-------|--------------------------|
 | 7-12  | Humanity tester          |
 | 13-20 | Silgarho infusion        |
 
-### WEREWOLF CYPHERS
+##### WEREWOLF CYPHERS
 
 | 1-5   | Anathema siren (werewolves) |
 |-------|-----------------------------|
@@ -33683,16 +33682,14 @@
 
 
 
-### ZOMBIE CYPHERS
+##### ZOMBIE CYPHERS
 
 | 1-8   | Anathema siren (undead) |
 |-------|-------------------------|
 | 9-14  | Reanimator              |
 | 15-20 | Revenant serum          |
 
-### A SELECTION OF HORROR CYPHERS
-
-### ANATHEMA SIREN
+##### ANATHEMA SIREN
 
 Level: 1d6 + 2
 
@@ -33719,7 +33716,7 @@
 | 91-95 | Extradimensional creatures                   |
 | 96-00 | Undead                                       |
 
-### ASCENDANT BRAIN VIVISECTOR
+##### ASCENDANT BRAIN VIVISECTOR
 
 Level: 1d6 + 4
 
@@ -33738,7 +33735,7 @@
 Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
 instigating aggressive behavior.
 
-### ASCENDANT FLESH VIVISECTOR
+##### ASCENDANT FLESH VIVISECTOR
 
 Level: 1d6 + 4
 
@@ -33755,7 +33752,7 @@
 Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
 features.
 
-### ORRUPTED CANOPIC JAR
+##### ORRUPTED CANOPIC JAR
 
 Level: 1d6 + 1
 
@@ -33764,7 +33761,7 @@
 Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
 assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
 
-### ECAPITATIVE LONGEVITY
+##### ECAPITATIVE LONGEVITY
 
 Level: 1d6 + 4
 
@@ -33783,7 +33780,7 @@
 When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
 someone can carefully sever the head from the body, which doesn't harm the head.
 
-### GHOST DETECTOR
+##### GHOST DETECTOR
 
 Level: 1d6 + 1
 
@@ -33796,7 +33793,7 @@
 in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
 cypher remains active for ten minutes per cypher level.
 
-### GHOST TRAP
+##### GHOST TRAP
 
 Level: 1d6 + 2
 
@@ -33810,7 +33807,7 @@
 
 Ghosts in a trap can be permanently stored in a ghost vault.
 
-### HOMUNCULUS FLASK
+##### HOMUNCULUS FLASK
 
 Level: 1d6 + 1
 
@@ -33824,7 +33821,7 @@
 
 Homunculus: level 2; alchemy, all defenses, and stealth as level 3
 
-### HORRIFIC ARM
+##### HORRIFIC ARM
 
 Level: 1d6 + 1
 
@@ -33837,7 +33834,7 @@
 attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
 take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
 
-### HORRIFIC EYE
+##### HORRIFIC EYE
 
 Level: 1d6 + 1
 
@@ -33850,7 +33847,7 @@
 surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
 becomes nonfunctional). The eye lasts for one day per cypher level.
 
-### HORRIFIC FACE
+##### HORRIFIC FACE
 
 Level: 1d6 + 1
 
@@ -33865,7 +33862,7 @@
 creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
 days if the cypher is level 6 or higher).
 
-### HORRIFIC INTEGRATED WEAPON
+##### HORRIFIC INTEGRATED WEAPON
 
 Level: 1d6 + 3
 
@@ -33884,7 +33881,7 @@
 | 13-16 | Light handgun  |
 | 17-20 | Medium handgun |
 
-### HORRIFIC ORIFICE
+##### HORRIFIC ORIFICE
 
 Level: 1d6 + 3
 
@@ -33899,7 +33896,7 @@
 Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
 control their mind by inserting data devices into the orifice.
 
-### HUMANITY TESTER
+##### HUMANITY TESTER
 
 Level: 1d6 + 4
 
@@ -33915,7 +33912,7 @@
 multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
 kind of fake
 
-### INSANITY SUPPRESSOR
+##### INSANITY SUPPRESSOR
 
 Level: 1d6
 
@@ -33927,7 +33924,7 @@
 make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
 each day that has passed since the cypher was used.
 
-### INVISIBILITY REVEALER
+##### INVISIBILITY REVEALER
 
 Level: 1d6 + 4
 
@@ -33937,7 +33934,7 @@
 point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
 those outside the area become visible if they enter the area.
 
-### INVISIBILITY SERUM
+##### INVISIBILITY SERUM
 
 Level: 1d6 + 2
 
@@ -33955,7 +33952,7 @@
 The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
 Many users have become "stuck" in the invisible state and eventually go mad as a result.
 
-### MIND SWAPPER
+##### MIND SWAPPER
 
 Level: 1d6 + 2
 
@@ -33972,7 +33969,7 @@
 Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
 trouble in the user's body.
 
-### PRIMITIVE DOPPELGANGER
+##### PRIMITIVE DOPPELGANGER
 
 Level: 1d6 + 1
 
@@ -33988,7 +33985,7 @@
 Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
 entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
 
-### REANIMATOR
+##### REANIMATOR
 
 Level: 1d6 + 2
 
@@ -33998,7 +33995,7 @@
 the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
 one round if level 6 or higher).
 
-### REVENANT SERUM
+##### REVENANT SERUM
 
 Level: 1d6 + 4
 
@@ -34014,7 +34011,7 @@
 to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
 this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
 
-### SILGARHO INFUSION
+##### SILGARHO INFUSION
 
 Level: 1d6
 
@@ -34033,7 +34030,7 @@
 Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
 turns skin purple or purple-grey
 
-### UNPHANTOMED LIMB
+##### UNPHANTOMED LIMB
 
 ​​Level: 1d6
 
@@ -34049,7 +34046,7 @@
 points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
 lasts for one day per cypher level.
 
-### VISAGE SCRUTINIZER
+##### VISAGE SCRUTINIZER
 
 Level: 1d6 + 2
 
@@ -34062,7 +34059,7 @@
 a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
 lower than the cypher's level. The cypher lasts for one hour.
 
-### WOLFSBANE POTION
+##### WOLFSBANE POTION
 
 Level: 1d6
 
@@ -34076,7 +34073,7 @@
 werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
 regenerating for several minutes.
 
-### HORROR ARTIFACTS
+#### HORROR ARTIFACTS
 
 Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
 device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
@@ -34102,7 +34099,8 @@
 
 > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
 
-### LOVECRAFTIAN ARTIFACTS
+##### LOVECRAFTIAN ARTIFACTS
+
 The stories of the mythos often feature strange books or devices (which might be magical or of
 
 exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
@@ -34118,9 +34116,7 @@
 
 • Shining trapezohedron
 
-### HORROR ARTIFACTS
-
-### BOOK OF THOTH
+##### BOOK OF THOTH
 
 Level: 1d6 + 2
 
@@ -34134,7 +34130,7 @@
 
 Depletion: —
 
-### BRAIN CYLINDER
+##### BRAIN CYLINDER
 
 Level: 1d6 + 2
 
@@ -34158,7 +34154,7 @@
 Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
 want to study humans.
 
-### CURSED VIDEO
+##### CURSED VIDEO
 
 Level: 1d6 + 2
 
@@ -34175,7 +34171,7 @@
 
 Depletion: —
 
-### DEMON PUZZLE
+##### DEMON PUZZLE
 
 Level: 1d6 + 4
 
@@ -34195,7 +34191,7 @@
 
 Depletion: 1 in 1d100
 
-### GHOST VAULT
+##### GHOST VAULT
 
 Level: 1d6 + 4
 
@@ -34208,7 +34204,7 @@
 
 Depletion: 1 in 1d20 (check each month)
 
-### HUMAN SUIT
+##### HUMAN SUIT
 
 Level: 1d6
 
@@ -34222,7 +34218,7 @@
 
 Depletion: 1 in 1d20
 
-### MONKEY'S PAW
+##### MONKEY'S PAW
 
 Level: 1d6
 
@@ -34240,7 +34236,7 @@
 
 Depletion: 1 in 1d6
 
-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
+##### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
 
 Level: 1d6 + 4
 
@@ -34269,7 +34265,7 @@
 
 Depletion: —
 
-### PNAKOTIC MANUSCRIPTS
+##### PNAKOTIC MANUSCRIPTS
 
 Level: 1d6 + 2
 
@@ -34293,7 +34289,7 @@
 
 Depletion: —
 
-### SHINING TRAPEZOHEDRON
+##### SHINING TRAPEZOHEDRON
 
 Level: 1d6 + 3
 
@@ -34311,7 +34307,7 @@
 
 Depletion: —
 
-### SILGARHO BULLET
+##### SILGARHO BULLET
 
 Level: 1d6
 
@@ -34330,7 +34326,7 @@
 
 Depletion: Automatic
 
-### SPIRIT BOARD
+##### SPIRIT BOARD
 
 Level: 1d6
 
@@ -34356,7 +34352,7 @@
 
 Depletion: 1 in 1d100 (check each session)
 
-### BOOK OF INVERSION
+##### BOOK OF INVERSION
 
 Level: 8
 
@@ -34374,7 +34370,7 @@
 
 Depletion: 1 in 1d10
 
-### SHADOW BOX
+##### SHADOW BOX
 
 Level: 7
 
@@ -34389,7 +34385,7 @@
 
 Depletion: 1–2 in 1d6
 
-### SPHERE 23
+##### SPHERE 23
 
 Level: 1d6 + 4
 
@@ -34410,7 +34406,7 @@
 
 Suggested types and additional equipment for a romance setting are the same as in a modern setting
 
-### CONSENT AND BOUNDARIES
+#### CONSENT AND BOUNDARIES
 
 You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
 involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
@@ -34431,7 +34427,7 @@
 For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
 PDF at myMCG.info/consent
 
-### THE CHECK-IN
+#### THE CHECK-IN
 
 It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
 what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
@@ -34449,7 +34445,7 @@
 
 The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
 
-### OPTIONAL RULE: INFATUATION
+#### OPTIONAL RULE: INFATUATION
 
 When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
 an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
@@ -34462,7 +34458,7 @@
 
 Infatuation can happen whether the PC is attracted to an NPC or a PC.
 
-### OPTIONAL RULES: RELATIONSHIP LEVELS
+#### OPTIONAL RULES: RELATIONSHIP LEVELS
 
 When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
 If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
@@ -34488,7 +34484,7 @@
 far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
 in these situations the connection between any two individuals should have its own level.)
 
-### ROMANTIC RELATIONSHIP LEVELS
+##### ROMANTIC RELATIONSHIP LEVELS
 
 |       |                                                                     |
 |-------|---------------------------------------------------------------------|
@@ -34520,7 +34516,7 @@
 relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
 and decreased just as it can with a romantic relationship.
 
-### PLATONIC RELATIONSHIP LEVELS
+##### PLATONIC RELATIONSHIP LEVELS
 
 |       |                                                                                     |
 |-------|-------------------------------------------------------------------------------------|
@@ -34547,7 +34543,7 @@
 long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
 something as prosaic as a global disease pandemic.
 
-### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
+#### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
 
 |          |                                |
 |----------|--------------------------------|
@@ -34573,7 +34569,7 @@
 
 Survivor, typical: level 3
 
-### OPTIONAL RULES FOR THE APOCALYPSE
+#### OPTIONAL RULES FOR THE APOCALYPSE
 
 The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
 civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
@@ -34596,7 +34592,7 @@
 running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
 to the game.
 
-### EXPOSURE, STARVATION, AND DEHYDRATION
+#### EXPOSURE, STARVATION, AND DEHYDRATION
 
 Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
 post‑apocalyptic scenario, given that survival is a primary theme of the genre.
@@ -34606,11 +34602,12 @@
 
 Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
 
-### EXPOSURE
+#### EXPOSURE
+
 The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
 degrading.
 
-Too Cold
+##### Too Cold
 
 Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
 hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
@@ -34622,7 +34619,7 @@
 (–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
 Might defense roll each hour or descend one step on the damage track.
 
-Too Hot
+##### Too Hot
 
 Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
 can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
@@ -34634,7 +34631,7 @@
 exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
 minutes. On a failed roll, the character descends one step on the damage track.
 
-### RULE OF THREE
+#### RULE OF THREE
 
 One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
 something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
@@ -34642,7 +34639,7 @@
 environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
 is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
 
-### STARVATION
+#### STARVATION
 
 Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
 take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
@@ -34650,7 +34647,7 @@
 character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
 step on the damage track.
 
-### DEHYDRATION
+#### DEHYDRATION
 
 Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
 physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
@@ -34658,7 +34655,7 @@
 lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
 defense roll each day. On a failed roll, the character descends one step on the damage track.
 
-### RADIATION IN THE REAL WORLD
+#### RADIATION IN THE REAL WORLD
 
 Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
 cancer, and death.
@@ -34711,7 +34708,7 @@
 Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
 defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
 
-### SCAVENGING, REPAIRING, AND BUILDING
+#### SCAVENGING, REPAIRING, AND BUILDING
 
 Survivors need food and shelter in a world turned upside down.
 
@@ -34724,7 +34721,7 @@
 following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
 cross‑reference them to understand how it all works.
 
-Food, Water, and Shelter
+##### Food, Water, and Shelter
 
 PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
 reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
@@ -34742,7 +34739,7 @@
 especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
 resources.
 
-Food and Water
+##### Food and Water
 
 Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
 but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
@@ -34750,7 +34747,7 @@
 Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
 but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
 
-Scavenging and Related Tasks
+##### Scavenging and Related Tasks
 
 | Level | Task                                                                                                                                |
 |-------|-------------------------------------------------------------------------------------------------------------------------------------|
@@ -34759,7 +34756,7 @@
 | \-    | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for           |
 | \+    | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
 
-Changing Conditions Affect Scavenger Success
+##### Changing Conditions Affect Scavenger Success
 
 The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
 already spent there.
@@ -34779,7 +34776,7 @@
 dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
 evident.
 
-### USEFUL STUFF
+#### USEFUL STUFF
 
 Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
 stuff is often found along with these basic requirements.
@@ -34800,7 +34797,7 @@
 considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
 1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
 
-Useful Stuff Table
+##### Useful Stuff Table
 
 Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
 good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
@@ -36223,7 +36220,7 @@
 </tbody>
 </table>
 
-### JUNK
+#### JUNK
 
 Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
 function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
@@ -36244,7 +36241,7 @@
 equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
 asking an ally for help; or something else.
 
-Junk
+##### Junk
 
 |     |                                                                                                 |
 |-----|-------------------------------------------------------------------------------------------------|
@@ -36260,7 +36257,7 @@
 | 9   | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.)       |
 | 10  | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft)             |
 
-### REPAIRING AND BUILDING
+#### REPAIRING AND BUILDING
 
 Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
 craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
@@ -36291,7 +36288,7 @@
 time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
 in the Cypher System Rulebook.
 
-### EQUIPMENT MAINTENANCE
+#### EQUIPMENT MAINTENANCE
 
 When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
 a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
@@ -36306,7 +36303,7 @@
 roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
 thereafter, unless a special circumstance occurs.
 
-Repairing and Crafting Difficulty and Time
+##### Repairing and Crafting Difficulty and Time
 
 <table>
 <colgroup>
@@ -36519,7 +36516,7 @@
 
 \*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
 
-Handloading Tool Set
+##### Handloading Tool Set
 
 A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
 to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
@@ -36528,7 +36525,7 @@
 If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
 can be recharged with 1 load of metal junk and 1 load of chemical junk).
 
-### IRONMAN
+#### IRONMAN
 
 This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
 people.
@@ -36547,7 +36544,7 @@
 for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
 allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
 
-### FRAGILITY
+#### FRAGILITY
 
 This optional rule prevents power creep in PCs.
 
@@ -36565,7 +36562,7 @@
 adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
 Front (which permanently increase one or more Pools).
 
-### ADVANCED AND ALIEN TECH
+#### ADVANCED AND ALIEN TECH
 
 Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
 
@@ -36579,12 +36576,12 @@
 setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
 but the tech could just as easily stand alone or be part of an End of Days theme.
 
-### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
+##### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
 
 In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
 discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
 
-### UNDERSTANDING ADVANCED AND ALIEN TECH
+##### UNDERSTANDING ADVANCED AND ALIEN TECH
 
 Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
 harder.
@@ -36603,7 +36600,7 @@
 intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
 advanced or alien device in a PC's possession.
 
-### ADVANCED AND ALIEN TECH GM INTRUSIONS
+##### ADVANCED AND ALIEN TECH GM INTRUSIONS
 
 Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
 understand how to use it again after resolving the intrusion.
@@ -36622,7 +36619,7 @@
 | 9   | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character.                                                                          |
 | 10  | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
 
-### INCREDIBLE MUTATIONS
+#### INCREDIBLE MUTATIONS
 
 Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
 death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
@@ -36637,7 +36634,7 @@
 environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
 based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
 
-Mutated Creatures, Plants, and NPCs
+##### Mutated Creatures, Plants, and NPCs
 
 The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
 of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
@@ -36665,7 +36662,7 @@
 
 - Big clumps of fungal growth that are obviously intrusive and painful
 
-Adaptive Mutations
+##### Adaptive Mutations
 
 A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
 provide some benefit, as follows.
@@ -36684,13 +36681,13 @@
 
 - Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
 
-### OPTIONAL RULE: MUTANT DESCRIPTOR
+#### OPTIONAL RULE: MUTANT DESCRIPTOR
 
 If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
 with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
 resulting PC is one that the player wants to play.
 
-### OPTIONAL RULE: TRANSITORY MUTATIONS
+#### OPTIONAL RULE: TRANSITORY MUTATIONS
 
 Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
 that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
@@ -36699,7 +36696,7 @@
 You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
 transitory mutations, not every PC in your game needs to have a volatile mutation.
 
-Volatile Mutations
+##### Volatile Mutations
 
 A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
 usually does not change, and, at their option, one or two cosmetic mutations.
@@ -36739,7 +36736,7 @@
   hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
   beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
 
-Cyphers as Volatile Mutations
+###### Cyphers as Volatile Mutations
 
 If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
 volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
@@ -36762,13 +36759,13 @@
 
 - When the cypher volatile mutation is replaced, roll the level for the new mutation.
 
-Other Consequences of Volatile Mutations
+###### Other Consequences of Volatile Mutations
 
 If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
 then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
 their current Pool value, depending on whether they were completely healthy or not.
 
-### D100 BENEFICIAL MUTATIONS
+#### D100 BENEFICIAL MUTATIONS
 
 The following mutations do not require any visible changes or distinctions in the character. In other words, people who
 have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
@@ -36831,7 +36828,7 @@
 details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
 granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
 
-### D100 HARMFUL MUTATIONS
+#### D100 HARMFUL MUTATIONS
 Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
 
 01–10 Deformed leg: All movement tasks are hindered.
@@ -36864,13 +36861,13 @@
 
 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
 
-### CRIPPLING MUTATIONS
+#### CRIPPLING MUTATIONS
 
 A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
 Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
 and so on. Such mutations prevent a character from being viable.
 
-### D100 POWERFUL MUTATIONS
+#### D100 POWERFUL MUTATIONS
 
 The following mutations do not require any visible changes in the character until used. People who have these mutations
 are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
@@ -36977,7 +36974,7 @@
 subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
 creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
 
-### D100 DISTINCTIVE MUTATIONS
+#### D100 DISTINCTIVE MUTATIONS
 The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
 are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
 
@@ -37113,7 +37110,7 @@
 noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
 human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
 
-### COSMETIC MUTATIONS
+#### COSMETIC MUTATIONS
 
 Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
 decidedly more or less attractive. They are simply distinguishing alterations.
@@ -37208,12 +37205,12 @@
 | 99    | Feathers                                  |
 | 00    | Head crest                                |
 
-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
+#### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
 
 Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
 attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
 
-Realistic Threats and Hazards
+##### Realistic Threats and Hazards
 
 <table>
 <colgroup>
@@ -37471,7 +37468,7 @@
 
 \* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
 
-Fantastic Threats and Hazards
+##### Fantastic Threats and Hazards
 
 <table>
 <colgroup>
@@ -37657,7 +37654,7 @@
 </tbody>
 </table>
 
-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
+#### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
 
 If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
 complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
@@ -37827,7 +37824,7 @@
 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
 but someplace completely different.
 
-### POST-APOCALYPTIC CREATURES AND NPCs
+#### POST-APOCALYPTIC CREATURES AND NPCs
 
 The most important element of each creature or NPC is its level. The level is the same as the target number used to
 determine what a player must roll to attack or defend
@@ -37838,7 +37835,7 @@
 creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
 health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
 
-Building More Creatures and NPCs
+##### Building More Creatures and NPCs
 
 Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
 creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
@@ -37851,7 +37848,7 @@
 Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
 into a more twisted version of their pre‑apocalypse self.
 
-Blighted
+##### Blighted
 
 A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
 creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
@@ -37878,46 +37875,46 @@
 the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
 creature loses the hindrance described in this paragraph.
 
-Creatures By Apocalypse
+##### Creatures By Apocalypse
 
-Any Apocalypse
+###### Any Apocalypse
 
 Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
 Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
 A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
 
-Biblical Apocalypse
+###### Biblical Apocalypse
 
 In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
 also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
 Famine, and Plague).
 
-Nuclear Apocalypse
+###### Nuclear Apocalypse
 
 Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
 fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
 template.
 
-AI Apocalypse
+###### AI Apocalypse
 
 Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
 mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
 AI zombies.
 
-Alien Apocalypse
+###### Alien Apocalypse
 
 If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
 potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
 
-Temporal Apocalypse
+###### Temporal Apocalypse
 
 If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
 genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
 melted.
 
-### POST-APOCALYPTIC EQUIPMENT
+#### POST-APOCALYPTIC EQUIPMENT
 
-Currency
+##### Currency
 
 In your setting, you may want a new currency that PCs can use to purchase goods and services
 
@@ -37926,7 +37923,7 @@
 
 A few options are described here.
 
-Loot
+##### Loot
 
 The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
 designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
@@ -37934,7 +37931,7 @@
 they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
 apocalypse.
 
-Ammunition
+##### Ammunition
 
 | Price Category | Rounds of Ammo |
 |----------------|----------------|
@@ -37944,7 +37941,7 @@
 | Very expensive | 1,000 bullets  |
 | Exorbitant     | 10,000 bullets |
 
-Other Currency Options
+##### Other Currency Options
 
 Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
 especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
@@ -37967,7 +37964,7 @@
 for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
 setting.
 
-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
+#### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
 
 In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
 be available in trade from other survivors, or in the rare trade town.
@@ -37975,7 +37972,7 @@
 The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
 equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
 
-Inexpensive Items
+##### Inexpensive Items
 
 | Weapons                  | Notes                                                           |
 |--------------------------|-----------------------------------------------------------------|
@@ -37999,7 +37996,7 @@
 | Sunglasses                |                                                                                     |
 | Tool, single hand tool    | Hammer, tape measure, manual drill, or other single hand tool                       |
 
-Moderately Priced Items
+##### Moderately Priced Items
 
 | Weapons             | Notes                                     |
 |---------------------|-------------------------------------------|
@@ -38034,7 +38031,7 @@
 | Tool set, hand tools             | Includes hammer, tape measure, screwdriver, pliers, etc                             |
 | Water filter straw or bottle     | Filters water while drinking                                                        |
 
-Expensive Items
+##### Expensive Items
 
 | Weapons         | Notes                         |
 |-----------------|-------------------------------|
@@ -38058,7 +38055,7 @@
 | Radiation tent               | Prevents damage from environmental radiation                   |
 | Radiation pill (pack of 5)   | Asset for defense tasks against radiation effects for 12 hours |
 
-Very Expensive Items
+##### Very Expensive Items
 
 | Weapons        | Notes                                         |
 |----------------|-----------------------------------------------|
@@ -38077,26 +38074,26 @@
 | Vehicle     | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
 | Horse       | Trained for riding (typically found with a few days of feed)                       |
 
-Post-Apocalyptic Cyphers
+#### Post-Apocalyptic Cyphers
 
-Subtle Cyphers
+##### Subtle Cyphers
 
 Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
 it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
 
-Optional Rule: Transferring Subtle Cyphers
+###### Optional Rule: Transferring Subtle Cyphers
 
 A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
 effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
 the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
 of the character activating the cypher, not the recipient.
 
-Manifest Cyphers
+##### Manifest Cyphers
 
 Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
 it fell, or the technology or magic that caused the end of the world.
 
-Scavenger Subtle Cyphers
+##### Scavenger Subtle Cyphers
 
 Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
 subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
@@ -38125,14 +38122,14 @@
 | 18    | Useful thing        |
 | 19-20 | Useful tool         |
 
-Ammunition
+###### Ammunition
 
 Level: 1d6 + 1
 
 Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
 firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
 
-Construction Supply
+###### Construction Supply
 
 Level: 1d6 + 1
 
@@ -38147,7 +38144,7 @@
 | 4   | Electrician's tape            |
 | 5-6 | Duct tape                     |
 
-Edible Food
+###### Edible Food
 
 Level: 1d6 + 1
 
@@ -38186,7 +38183,7 @@
 | 84-97 | Vegetables, canned                 |
 | 98-00 | Vegetables, fresh                  |
 
-Firearm
+###### Firearm
 
 Level: 1d6 + 1
 
@@ -38208,14 +38205,14 @@
 | 9   | Heavy rifle (heavy, very long range)             |
 | 10  | Submachine gun (medium, rapid-fire, short range) |
 
-First Aid
+###### First Aid
 
 Level: 1d6 + 1
 
 Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
 cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
 
-How-To Manual
+###### How-To Manual
 
 Level: 1d6 + 1
 
@@ -38236,7 +38233,7 @@
 | 9   | Smithcraft               |
 | 10  | Chemistry                |
 
-Medicine
+###### Medicine
 
 Level: 1d6 + 1
 
@@ -38270,7 +38267,7 @@
 | 19  | Acid reflux                         |
 | 20  | Blood clots                         |
 
-Melee Weapon
+###### Melee Weapon
 
 Level: 1d6 + 1
 
@@ -38290,7 +38287,7 @@
 | 9   | Bow (medium)                                            |
 | 10  | Pickaxe (heavy)                                         |
 
-Potable Liquid
+###### Potable Liquid
 
 Level: 1d6 + 1
 
@@ -38306,7 +38303,7 @@
 | 8-9 | Water, bottled or canned |
 | 10  | Wine                     |
 
-Transport
+###### Transport
 
 Level: 1d6 + 1
 
@@ -38324,7 +38321,7 @@
 | 9   | Motorcycle, gas or electric                      |
 | 10  | Two-wheeled, self-balancing personal transporter |
 
-Useful Clothing
+###### Useful Clothing
 
 Level: 1d6 + 1
 
@@ -38344,14 +38341,14 @@
 | 9   | Military body armor (heavy armor)                                         |
 | 10  | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
 
-Useful Thing
+###### Useful Thing
 
 Level: 1d6 + 1
 
 Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
 character can choose which item they obtain from the table.
 
-Useful Tool
+###### Useful Tool
 
 Level: 1d6 + 1
 
@@ -38381,7 +38378,7 @@
 | 19  | Can opener                |
 | 20  | Box of black markers      |
 
-Additional Post-Apocalyptic Manifest Cyphers
+##### Additional Post-Apocalyptic Manifest Cyphers
 
 Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
 activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
@@ -38397,7 +38394,7 @@
 the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
 stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
 
-AI-Fashioned Manifest Cyphers
+###### AI-Fashioned Manifest Cyphers
 
 | D10 | Cypher                  |
 |-----|-------------------------|
@@ -38412,7 +38409,7 @@
 | 9   | Fabricator, military    |
 | 10  | Smartdust               |
 
-### AI INSTANCE
+###### AI INSTANCE
 
 Level: 1d6 + 1
 
@@ -38425,7 +38422,7 @@
 terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
 actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
 
-### ARMOR BREACH
+###### ARMOR BREACH
 
 Level: 1d6
 
@@ -38434,7 +38431,7 @@
 coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
 ### 6).
 
-### DATA WIPE
+###### DATA WIPE
 
 Level: 1d6 + 2
 
@@ -38442,7 +38439,7 @@
 is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
 is permanently wiped from the hardware (or wetware, if installed on a living creature).
 
-### DENATURE NANOTECH
+###### DENATURE NANOTECH
 
 Level: 1d6 + 3
 
@@ -38454,7 +38451,7 @@
 target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
 by nanotech, the creature would become so much inert biological matter.
 
-### DETONATION (PRION)
+###### DETONATION (PRION)
 
 Level: 1d6 + 2
 
@@ -38465,7 +38462,7 @@
 Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
 is equal to or higher than the cypher's level take damage from the cypher for only one round.
 
-### DISASSEMBLER
+###### DISASSEMBLER
 
 Level: 1d6 + 1
 
@@ -38476,7 +38473,7 @@
 distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
 effectiveness of any Armor worn by targets by 1.
 
-### DISASSEMBLER, EPHEMERAL
+###### DISASSEMBLER, EPHEMERAL
 
 Level: 1d6 + 2
 
@@ -38487,7 +38484,7 @@
 moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
 being disassembled.
 
-### FABRICATOR, CIVIL
+###### FABRICATOR, CIVIL
 
 Level: 1d6 + 1
 
@@ -38501,7 +38498,7 @@
 
 A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
 
-### FABRICATOR, MILITARY
+###### FABRICATOR, MILITARY
 
 Level: 1d6 + 1
 
@@ -38509,7 +38506,7 @@
 weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
 ammunition.
 
-### SMARTDUST
+###### SMARTDUST
 
 Level: 1d6 + 2
 
@@ -38517,7 +38514,7 @@
 number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
 activity that occurs in that location no matter how far they are from it.
 
-### PRE-APOCALYPTIC ARTIFACTS
+#### PRE-APOCALYPTIC ARTIFACTS
 
 One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
 commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
@@ -38528,7 +38525,7 @@
 being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
 before‑times Useful Stuff objects into artifacts with a specific depletion.
 
-Book
+##### Book
 
 Level: 1d6
 
@@ -38539,7 +38536,7 @@
 
 Depletion: 1 in 1d100
 
-Faraday Cake
+##### Faraday Cake
 
 Level: 3
 
@@ -38549,7 +38546,7 @@
 
 Depletion: —
 
-Salvaged Car
+##### Salvaged Car
 
 Level: 1d6
 
@@ -38559,7 +38556,7 @@
 
 Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
 
-Water Filter
+##### Water Filter
 
 Level: 1d6 + 1
 
@@ -38569,7 +38566,7 @@
 
 Depletion: 1 in 1d20 (check each day used)
 
-### POST-APOCALYPTIC ARTIFACTS
+#### POST-APOCALYPTIC ARTIFACTS
 
 Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
 available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
@@ -38603,7 +38600,7 @@
 
 \*Artifacts presented in the Cypher System Rulebook
 
-### AUTODOC
+##### AUTODOC
 
 Level: 1d6
 
@@ -38614,7 +38611,7 @@
 
 Depletion: 1 in 1d10
 
-Carbonizer
+##### Carbonizer
 
 Level: 1d6 + 1
 
@@ -38639,7 +38636,7 @@
 
 Depletion: 1 in 1d10 (check per use of scanning function)
 
-Memory Eraser
+##### Memory Eraser
 
 Level: 1d6 + 1
 
@@ -38650,7 +38647,7 @@
 
 Depletion: 1 in 1d20
 
-Mutation Inducer
+##### Mutation Inducer
 
 Level: 1d6 + 1
 
@@ -38662,7 +38659,7 @@
 
 Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
 
-### MILITARY EXOSKELETON
+##### MILITARY EXOSKELETON
 
 Level: 1d6 + 1
 
@@ -38673,7 +38670,7 @@
 
 Depletion: 1 in 1d10
 
-Nanorifle
+##### Nanorifle
 
 Level: 1d6 + 2
 
@@ -38687,7 +38684,7 @@
 
 Depletion: 1 in 1d100
 
-### ROCKET FIST
+##### ROCKET FIST
 
 Level: 1d6 + 2
 
@@ -38698,7 +38695,7 @@
 
 Depletion: 1 in 1d10
 
-### ROCKET-PROPELLED GRENADE
+##### ROCKET-PROPELLED GRENADE
 
 Level: 1d6 + 3
 
@@ -38709,7 +38706,7 @@
 
 Depletion: 1 in 1d6
 
-Seal of Solomon
+##### Seal of Solomon
 
 Level: 1d6 + 2
 
@@ -38722,7 +38719,7 @@
 
 Depletion: 1 in 1d100
 
-Spear of Destiny
+##### Spear of Destiny
 
 Level: 7
 
@@ -38738,7 +38735,7 @@
 Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
 the character for 7 points of ambient damage each round they use it.
 
-### TERAHERTZ SCANNER
+##### TERAHERTZ SCANNER
 
 Level: 1d6 + 1
 
@@ -38751,7 +38748,7 @@
 
 Depletion: 1 in 1d20
 
-Transfer Discs
+##### Transfer Discs
 
 Level: 1d6 + 1
 
@@ -38764,7 +38761,7 @@
 
 Depletion: 1 in 1d20 (check after each day of use)
 
-### SCAVENGING
+#### SCAVENGING
 
 Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
 safety.
@@ -38803,7 +38800,7 @@
 Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
 often it can be disassembled and used as parts to create something else.
 
-### USEFUL STUFF
+##### USEFUL STUFF
 
 <table>
 <colgroup>
@@ -38891,11 +38888,11 @@
 </tbody>
 </table>
 
-### Post-Apocalyptic SPECIES DESCRIPTORS
+#### Post-Apocalyptic SPECIES DESCRIPTORS
 
 In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
 
-### MORLOCK
+##### MORLOCK
 
 You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
 scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
@@ -38931,7 +38928,7 @@
 4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
 needed to repair a failing ancient system.
 
-### ROACH
+##### ROACH
 
 You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
 evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
@@ -38972,15 +38969,15 @@
 
 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
 
-### POST-APOCALYPTIC CHARACTER OPTIONS
+#### POST-APOCALYPTIC CHARACTER OPTIONS
 
-Alternate Character Roles
+##### Alternate Character Roles
 
 Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
 after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
 more sense to let your players choose roles for characters in a modern game.
 
-### DESCRIPTORS
+##### DESCRIPTORS
 
 In addition to the descriptors in the Cypher System Rulebook, you can widen the options
 
@@ -38996,7 +38993,7 @@
 
 Species: Canien, Felis, Flutter, Mutant
 
-Bitter
+###### Bitter
 
 Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
 giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
@@ -39029,7 +39026,7 @@
 
 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
 
-Canien
+###### Canien
 
 You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
 and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
@@ -39076,7 +39073,7 @@
 
 out or keep an eye on them.
 
-Felis
+###### Felis
 
 You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
 fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
@@ -39121,7 +39118,7 @@
 
 4\. You got lost. The PCs found you and invited you to join their group.
 
-Flutter
+###### Flutter
 
 You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
 down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
@@ -39166,7 +39163,7 @@
 
 4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
 
-Hopeful
+###### Hopeful
 
 Despite civilization's fall, you're optimistic about what the future could bring, confident
 
@@ -39204,7 +39201,7 @@
 
 4\. You answered a cry for help when another PC got in over their head.
 
-Mutant
+###### Mutant
 
 Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
 ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
@@ -39246,7 +39243,7 @@
 4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
 mission.
 
-Rusted
+###### Rusted
 
 Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
 itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
@@ -39285,7 +39282,7 @@
 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
 heard about the group's task.
 
-Shiny
+###### Shiny
 
 You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
 sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
@@ -39332,13 +39329,13 @@
 scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
 abilities), use the optional rule for scavenging, repairing, and building in this book instead.
 
-### FOCI
+#### FOCI
 
 This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
 these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
 than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
 
-Merges Mind With Machine
+##### Merges Mind With Machine
 
 You were raised in an underground bunker by Milly, an AI instance installed in your
 
