--- _tmp/ccsrd.md	2025-06-13 08:03:03.565873888 -0500
+++ _tmp/ccsrd.new.md	2025-06-13 08:17:09.529023716 -0500
@@ -44239,8 +44239,6 @@
 
 Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
 
-### CREATURES
-
 ### ABOMINATION 5 (15)
 
 An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
@@ -50731,7 +50729,7 @@
 Movement: Short
 
 Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
-### 1
+1
 
 Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
 a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
@@ -51647,7 +51645,7 @@
 Movement: Short
 
 Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
-### 4
+4
 
 Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
 
@@ -54531,13 +54529,13 @@
 subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
 cyphers are just suggestions for a typical campaign setting.)
 
-### ADHESION
+#### ADHESION
 
 Level: 1d6
 
 Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
 
-### AGE TAKER
+#### AGE TAKER
 
 Level: 1d6 + 4
 
@@ -54546,20 +54544,20 @@
 physiological age past the age of
 twenty-three.
 
-### ANALEPTIC
+#### ANALEPTIC
 
 Level: 1d6 + 2
 
 Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
 
-### ANTIVENOM
+#### ANTIVENOM
 
 Level: 1d6 + 2
 
 Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
 ongoing effects, if any, already in the user's system).
 
-### ARMOR REINFORCER
+#### ARMOR REINFORCER
 
 Level: 1d6 + 1
 
@@ -54574,14 +54572,14 @@
 | 5   | +2 to Armor, +5 against damage from cold |
 | 6   | +2 to Armor, +5 against damage from acid |
 
-### ATTRACTOR
+#### ATTRACTOR
 
 Level: 1d6 + 4
 
 Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
 higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
 
-### BANISHING
+#### BANISHING
 
 Level: 1d6
 
@@ -54589,14 +54587,14 @@
 teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
 actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
 
-### BEST TOOL
+#### BEST TOOL
 
 Level: 1d6
 
 Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
 assets.
 
-### BLACKOUT
+#### BLACKOUT
 
 Level: 1d6 + 2
 
@@ -54604,7 +54602,7 @@
 or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
 sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
 
-### BLINKING
+#### BLINKING
 
 Level: 1d6
 
@@ -54612,19 +54610,19 @@
 they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
 and their foe is not, the user's defenses are eased for one round after they teleport.
 
-### BURST OF SPEED
+#### BURST OF SPEED
 
 Level: 1d6
 
 Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
 
-### CATHOLICON
+#### CATHOLICON
 
 Level: 1d6 + 2
 
 Effect: Cures any disease of the cypher level or lower.
 
-### CHEMICAL FACTORY
+#### CHEMICAL FACTORY
 
 Level: 1d6
 
@@ -54649,7 +54647,7 @@
 | 86–95 | Increases Intellect Edge by 1 for one hour                       |
 | 96–00 | Restores all Pools to full                                       |
 
-### COMPREHENSION
+#### COMPREHENSION
 
 Level: 1d6 + 1
 
@@ -54658,7 +54656,7 @@
 could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
 the cypher no longer counts against the number of cyphers that a PC can bear.
 
-### CONDITION REMOVER
+#### CONDITION REMOVER
 
 Level: 1d6 + 3
 
@@ -54688,7 +54686,7 @@
 | 19  | Stiff neck                 |
 | 20  | Viral infection            |
 
-### CONTINGENT ACTIVATOR
+#### CONTINGENT ACTIVATOR
 
 Level: 1d6 + 2
 
@@ -54699,7 +54697,7 @@
 particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
 number of cyphers a PC can carry.
 
-### CONTROLLED BLINKING
+#### CONTROLLED BLINKING
 
 Level: 1d6 + 2
 
@@ -54707,27 +54705,27 @@
 they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
 not, the user's defenses are eased for one round after they teleport.
 
-### CURATIVE
+#### CURATIVE
 
 Level: 1d6 + 2
 
 Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
 
-### CURSE BRINGER
+#### CURSE BRINGER
 
 Level: 1d6 + 1
 
 Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
 victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
 
-### DARKSIGHT
+#### DARKSIGHT
 
 Level: 1d6
 
 Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
 could instead make the user specialized in low-light spotting.)
 
-### DEATH BRINGER
+#### DEATH BRINGER
 
 Level: 1d6
 
@@ -54735,14 +54733,14 @@
 make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
 character instead moves down one step on the damage track.
 
-### DENSITY
+#### DENSITY
 
 Level: 1d6
 
 Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
 increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
 
-### DETONATION
+#### DETONATION
 
 Level: 1d6 + 2
 
@@ -54761,7 +54759,7 @@
 | 51–75 | Fire                               |
 | 76–00 | Shrapnel                           |
 
-### DETONATION (CREATURE)
+#### DETONATION (CREATURE)
 
 Level: 1d6 + 1
 
@@ -54769,7 +54767,7 @@
 teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
 and attacks the closest target. After about one minute, the creature vanishes.
 
-### DETONATION (DESICCATING)
+#### DETONATION (DESICCATING)
 
 Level: 1d6 + 2
 
@@ -54777,14 +54775,14 @@
 moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
 vaporized.
 
-### DETONATION (FLASH)
+#### DETONATION (FLASH)
 
 Level: 1d6 + 2
 
 Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
 within it for one minute (ten minutes if the cypher is level 4 or higher).
 
-### DETONATION (GRAVITY)
+#### DETONATION (GRAVITY)
 
 Level: 1d6 + 2
 
@@ -54792,14 +54790,14 @@
 damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
 crushed to the ground for one round and cannot take physical actions.
 
-### DETONATION (GRAVITY INVERSION)
+#### DETONATION (GRAVITY INVERSION)
 
 Level: 1d6 + 1
 
 Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
 within long range of the explosion.
 
-### DETONATION (MASSIVE)
+#### DETONATION (MASSIVE)
 
 Level: 1d6 + 2
 
@@ -54815,14 +54813,14 @@
 | 51–75 | Fire                               |
 | 76–00 | Shrapnel                           |
 
-### DETONATION (MATTER DISRUPTION)
+#### DETONATION (MATTER DISRUPTION)
 
 Level: 1d6 + 4
 
 Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
 nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
 
-### DETONATION (PRESSURE)
+#### DETONATION (PRESSURE)
 
 Level: 1d6 + 2
 
@@ -54830,7 +54828,7 @@
 impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
 pounds (9 kg) per cypher level.
 
-### DETONATION (SINGULARITY)
+#### DETONATION (SINGULARITY)
 
 Level: 10
 
@@ -54841,14 +54839,14 @@
 
 (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
 
-### DETONATION (SONIC)
+#### DETONATION (SONIC)
 
 Level: 1d6 + 2
 
 Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
 all in an immediate radius for ten minutes per cypher level.
 
-### DETONATION (SPAWN)
+#### DETONATION (SPAWN)
 
 Level: 1d6 + 2
 
@@ -54866,7 +54864,7 @@
 | 51–75 | Fire                               |
 | 76–00 | Shrapnel                           |
 
-### DETONATION (WEB)
+#### DETONATION (WEB)
 
 Level: 1d6 + 2
 
@@ -54877,13 +54875,13 @@
 (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
 same result.)
 
-### DISARM
+#### DISARM
 
 Level: 1d6 + 1
 
 Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
 
-### DISGUISE MODULE
+#### DISGUISE MODULE
 
 Level: 1d6 + 2
 
@@ -54892,7 +54890,7 @@
 person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
 to look like themselves again before the end of the duration.
 
-### DISRUPTING
+#### DISRUPTING
 
 Level: 1d6
 
@@ -54900,14 +54898,14 @@
 that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
 than the cypher's level, it loses its next action; otherwise its next action is hindered.
 
-### EAGLESEYE
+#### EAGLESEYE
 
 Level: 1d6
 
 Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
 the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
 
-### EFFECT RESISTANCE
+#### EFFECT RESISTANCE
 
 Level: 1d6 + 1
 
@@ -54917,7 +54915,7 @@
 defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
 attacking them with this kind of effect must succeed on two attack rolls to harm them.)
 
-### EFFORT ENHANCER (COMBAT)
+#### EFFORT ENHANCER (COMBAT)
 
 Level: 1d6 + 1
 
@@ -54926,7 +54924,7 @@
 of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
 ends.
 
-### EFFORT ENHANCER (NONCOMBAT)
+#### EFFORT ENHANCER (NONCOMBAT)
 
 Level: 1d6
 
@@ -54934,13 +54932,13 @@
 a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
 normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
 
-### ENDURING SHIELD
+#### ENDURING SHIELD
 
 Level: 1d6 + 4
 
 Effect: For the next day, the user has an asset to Speed defense rolls.
 
-### EQUIPMENT CACHE
+#### EQUIPMENT CACHE
 
 Level: 1d6 + 1
 
@@ -54948,7 +54946,7 @@
 level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
 nature allows only a single use (such as with a grenade).
 
-### FARSIGHT
+#### FARSIGHT
 
 Level: 1d6 + 1
 
@@ -54956,20 +54954,20 @@
 galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
 location and viewing their current location once per round.
 
-### FIREPROOFING
+#### FIREPROOFING
 
 Level: 1d6 + 4
 
 Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
 
-### FLAME-RETARDANT WALL
+#### FLAME-RETARDANT WALL
 
 Level: 1d6
 
 Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher
 level. The plane conforms to the space available. Flames passing through the plane are extinguished.
 
-### FORCE CUBE
+#### FORCE CUBE
 
 Level: 1d6 + 3
 
@@ -54977,7 +54975,7 @@
 planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
 air within for trapped creatures to breathe for the hour it lasts.)
 
-### FORCE FIELD
+#### FORCE FIELD
 
 Level: 1d6
 
@@ -54988,28 +54986,28 @@
 
 (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
 
-### FORCE SCREEN PROJECTOR
+#### FORCE SCREEN PROJECTOR
 
 Level: 1d6 + 3
 
 Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms
 to the space available.
 
-### FORCE SHIELD PROJECTOR
+#### FORCE SHIELD PROJECTOR
 
 Level: 1d6 + 3
 
 Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
 to Armor if the cypher is level 5 or higher).
 
-### FRICTION REDUCER
+#### FRICTION REDUCER
 
 Level: 1d6
 
 Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
 level, movement tasks in the area are hindered by three steps.
 
-### FRIGID WALL
+#### FRIGID WALL
 
 Level: 1d6 + 2
 
@@ -55017,7 +55015,7 @@
 equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
 ten minutes.
 
-### GAS BOMB
+#### GAS BOMB
 
 Level: 1d6 + 2
 
@@ -55038,7 +55036,7 @@
 | 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
 | 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
 
-### GRAVITY NULLIFIER
+#### GRAVITY NULLIFIER
 
 Level: 1d6 + 3
 
@@ -55046,7 +55044,7 @@
 horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
 pounds (23 kg) per level of the cypher.
 
-### GRAVITY-NULLIFYING APPLICATION
+#### GRAVITY-NULLIFYING APPLICATION
 
 Level: 1d6 + 2
 
@@ -55054,14 +55052,14 @@
 cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
 down).
 
-### HEAT ATTACK
+#### HEAT ATTACK
 
 Level: 1d6
 
 Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
 that inflicts 2 additional points of damage.
 
-### HUNTER/SEEKER
+#### HUNTER/SEEKER
 
 Level: 1d6
 
@@ -55078,7 +55076,7 @@
 | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level.                                                                            |
 | 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
 
-### IMAGE PROJECTOR
+#### IMAGE PROJECTOR
 
 Level: 1d6
 
@@ -55122,7 +55120,7 @@
 </tbody>
 </table>
 
-### INFERNO WALL
+#### INFERNO WALL
 
 Level: 1d6 + 2
 
@@ -55130,7 +55128,7 @@
 equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
 ten minutes.
 
-### INFILTRATOR
+#### INFILTRATOR
 
 Level: 1d6
 
@@ -55139,7 +55137,7 @@
 major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic
 signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier.
 
-### INFORMATION SENSOR
+#### INFORMATION SENSOR
 
 Level: 1d6 + 2
 
@@ -55148,7 +55146,7 @@
 name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
 information).
 
-### INSTANT SERVANT
+#### INSTANT SERVANT
 
 Level: 1d6
 
@@ -55164,7 +55162,7 @@
 
 The servant operates for one hour per cypher level.
 
-### INSTANT SHELTER
+#### INSTANT SHELTER
 
 Level: 1d6 + 3
 
@@ -55173,13 +55171,13 @@
 feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is
 permanent and immobile once created.
 
-### INTELLECT BOOSTER
+#### INTELLECT BOOSTER
 
 Level: 1d6 + 2
 
 Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
 
-### INTELLIGENCE ENHANCEMENT
+#### INTELLIGENCE ENHANCEMENT
 
 Level: 1d6
 
@@ -55187,7 +55185,7 @@
 clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
 the subsequent hour, the strain hinders the same tasks by two steps.
 
-### KNOWLEDGE ENHANCEMENT
+#### KNOWLEDGE ENHANCEMENT
 
 Level: 1d6
 
@@ -55212,7 +55210,7 @@
 | 91–95 | Riding                                                                     |
 | 96–00 | Sneaking                                                                   |
 
-### LIGHTNING WALL
+#### LIGHTNING WALL
 
 Level: 1d6 + 2
 
@@ -55220,7 +55218,7 @@
 equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
 ten minutes.
 
-### MACHINE CONTROL
+#### MACHINE CONTROL
 
 Level: 1d6 + 2
 
@@ -55229,7 +55227,7 @@
 activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once
 the device is chosen, it cannot be changed.
 
-### MAGNETIC ATTACK DRILL
+#### MAGNETIC ATTACK DRILL
 
 Level: 1d6 + 2
 
@@ -55237,7 +55235,7 @@
 inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
 attack is eased.
 
-### MAGNETIC MASTER
+#### MAGNETIC MASTER
 
 Level: 1d6 + 2
 
@@ -55246,14 +55244,14 @@
 example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
 rounds per cypher level.
 
-### MAGNETIC SHIELD
+#### MAGNETIC SHIELD
 
 Level: 1d6 + 2
 
 Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items
 already in the area when the device is activated are slowly pushed out.
 
-### MANIPULATION BEAM
+#### MANIPULATION BEAM
 
 Level: 1d6 + 2
 
@@ -55264,7 +55262,7 @@
 Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
 at a distance, which would make some infiltration and hacking jobs easier.)
 
-### MATTER TRANSFERENCE RAY
+#### MATTER TRANSFERENCE RAY
 
 Level: 1d6 + 3
 
@@ -55273,13 +55271,13 @@
 appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
 user's).
 
-### MEDITATION AID
+#### MEDITATION AID
 
 Level: 1d6 + 2
 
 Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
 
-### MEMORY SWITCH
+#### MEMORY SWITCH
 
 Level: 1d6 + 2
 
@@ -55287,7 +55285,7 @@
 that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding
 hour.
 
-### MENTAL SCRAMBLER
+#### MENTAL SCRAMBLER
 
 Level: 1d6 + 2
 
@@ -55310,14 +55308,14 @@
 | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
 | 99–00 | Victims' ethics are inverted.                                                      |
 
-### METAL DEATH
+#### METAL DEATH
 
 Level: 1d6 + 2
 
 Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that
 it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).
 
-### MIND MELD
+#### MIND MELD
 
 Level: 1d6 + 1
 
@@ -55328,7 +55326,7 @@
 communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
 might vary based on the ability used.)
 
-### MIND-RESTRICTING WALL
+#### MIND-RESTRICTING WALL
 
 Level: 1d6 + 2
 
@@ -55336,13 +55334,13 @@
 conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or
 until slapped awake or damaged.
 
-### MIND STABILIZER
+#### MIND STABILIZER
 
 Level: 1d6
 
 Effect: The user gains +5 to Armor against Intellect damage.
 
-### MONOBLADE
+#### MONOBLADE
 
 Level: 1d6 + 2
 
@@ -55350,7 +55348,7 @@
 level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
 The blade lasts for ten minutes.
 
-### MONOHORN
+#### MONOHORN
 
 Level: 1d6 + 3
 
@@ -55361,7 +55359,7 @@
 (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
 but doesn't interfere with their senses.)
 
-### MOTION SENSOR
+#### MOTION SENSOR
 
 Level: 1d6 + 2
 
@@ -55369,7 +55367,7 @@
 creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and
 size of the creatures or objects in motion.
 
-### NULL FIELD
+#### NULL FIELD
 
 Level: 1d6 + 3
 
@@ -55388,20 +55386,20 @@
 | 85–95 | Blunt force           |
 | 96–00 | Slashing and piercing |
 
-### NULLIFICATION RAY
+#### NULLIFICATION RAY
 
 Level: 1d6 + 3
 
 Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or
 special ability.
 
-### NUTRITION AND HYDRATION
+#### NUTRITION AND HYDRATION
 
 Level: 1d6 + 1
 
 Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
 
-### PERFECT MEMORY
+#### PERFECT MEMORY
 
 Level: 1d6
 
@@ -55409,13 +55407,13 @@
 recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter
 a complex code, or do something else that happens quickly.
 
-### PERFECTION
+#### PERFECTION
 
 Level: 1d6 + 2
 
 Effect: The user treats their next action as if they had rolled a natural 20.
 
-### PERSONAL ENVIRONMENT FIELD
+#### PERSONAL ENVIRONMENT FIELD
 
 Level: 1d6 + 2
 
@@ -55424,13 +55422,13 @@
 flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred
 environment of a nonhuman, nonterrestrial creature.
 
-### PHASE CHANGER
+#### PHASE CHANGER
 
 Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time,
 they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical
 attacks or be physically attacked.
 
-### PHASE DISRUPTOR
+#### PHASE DISRUPTOR
 
 Level: 1d6 + 2
 
@@ -55438,7 +55436,7 @@
 equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass
 through it as if it were not there, although one cannot see through it, and it blocks light.
 
-### POISON (EMOTION)
+#### POISON (EMOTION)
 
 Level: 1d6 + 2
 
@@ -55456,7 +55454,7 @@
 | 86–95 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased.                                      |
 | 96–00 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.           |
 
-### POISON (EXPLOSIVE)
+#### POISON (EXPLOSIVE)
 
 Level: 1d6 + 1
 
@@ -55474,7 +55472,7 @@
 | 61–80 | The victim comes within long range of the detonator.                   |
 | 81–00 | The victim is no longer within long range of the detonator.            |
 
-### POISON (MIND CONTROLLING)
+#### POISON (MIND CONTROLLING)
 
 Level: 1d6 + 2
 
@@ -55520,28 +55518,28 @@
 </tbody>
 </table>
 
-### POISON (MIND DISRUPTING)
+#### POISON (MIND DISRUPTING)
 
 Level: 1d6 + 2
 
 Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
 equal to the cypher's level.
 
-### PSYCHIC COMMUNIQUE
+#### PSYCHIC COMMUNIQUE
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a one-time,
 one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
 
-### RADIATION SPIKE
+#### RADIATION SPIKE
 
 Level: 1d6 + 4
 
 Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
 to the cypher's level.
 
-### RAY EMITTER
+#### RAY EMITTER
 
 Level: 1d6 + 2
 
@@ -55571,35 +55569,35 @@
 | 88–93 | Molecular bond disruption |
 | 94–00 | Concentrated cold         |
 
-### RAY EMITTER (COMMAND)
+#### RAY EMITTER (COMMAND)
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
 forces a target to obey the next verbal command given (if it is understood) for one round per cypher level.
 
-### RAY EMITTER (FEAR)
+#### RAY EMITTER (FEAR)
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
 causes the target to flee in terror for one minute.
 
-### RAY EMITTER (FRIEND SLAYING)
+#### RAY EMITTER (FRIEND SLAYING)
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
 causes the target to attack its nearest ally for one round.
 
-### RAY EMITTER (MIND DISRUPTING)
+#### RAY EMITTER (MIND DISRUPTING)
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
 equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
 
-### RAY EMITTER (NUMBING)
+#### RAY EMITTER (NUMBING)
 
 Level: 1d6 + 2
 
@@ -55607,28 +55605,28 @@
 that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce
 numbness that lasts for one hour.
 
-### RAY EMITTER (PARALYSIS)
+#### RAY EMITTER (PARALYSIS)
 
 Level: 1d6 + 2
 
 Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A
 small number of these devices (5%) induce paralysis that lasts for one hour.
 
-### REALITY SPIKE
+#### REALITY SPIKE
 
 Level: 1d6 + 4
 
 Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but
 then it is ruined.
 
-### REFLEX ENHANCER
+#### REFLEX ENHANCER
 
 Level: 1d6
 
 Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient,
 defusing a bomb, and so on—are eased by two steps for one hour.
 
-### REJUVENATOR
+#### REJUVENATOR
 
 Level: 1d6 + 2
 
@@ -55640,7 +55638,7 @@
 | 51–75 | Speed Pool     |
 | 76–00 | Intellect Pool |
 
-### REMEMBERING
+#### REMEMBERING
 
 Level: 1d6
 
@@ -55648,14 +55646,14 @@
 per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
 number.
 
-### REMOTE VIEWER
+#### REMOTE VIEWER
 
 Level: 1d6
 
 Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of
 the distance between them.
 
-### REPAIR UNIT
+#### REPAIR UNIT
 
 Level: 1d10
 
@@ -55664,21 +55662,21 @@
 are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is
 1d100 + 20 minutes.
 
-### REPEATER
+#### REPEATER
 
 Level: 1d6 + 1
 
 Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
 weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
 
-### REPEL
+#### REPEL
 
 Level: 1d6 + 1
 
 Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five
 rounds to move away quickly.
 
-### RETALIATION
+#### RETALIATION
 
 Level: 1d6
 
@@ -55686,7 +55684,7 @@
 (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is
 required by the user.
 
-### SECRET
+#### SECRET
 
 Level: 1d6 + 2
 
@@ -55696,7 +55694,7 @@
 future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a
 question above its level.
 
-### SHEEN
+#### SHEEN
 
 Level: 1d6
 
@@ -55704,7 +55702,7 @@
 Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
 during this time; all recovery rolls suffer a –1 penalty.
 
-### SHOCK ATTACK
+#### SHOCK ATTACK
 
 Level: 1d6
 
@@ -55712,14 +55710,14 @@
 electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the
 cypher is level 6 or higher).
 
-### SHOCKER
+#### SHOCKER
 
 Level: 1d6 + 4
 
 Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
 cypher's level.
 
-### SKILL BOOST
+#### SKILL BOOST
 
 Level: 1d6
 
@@ -55745,7 +55743,7 @@
 | 99    | Carrying          |
 | 00    | Escaping          |
 
-### SLAVE MAKER
+#### SLAVE MAKER
 
 Level: 1d6 + 2
 
@@ -55755,14 +55753,14 @@
 for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved
 for only one minute.)
 
-### SLEEP INDUCER
+#### SLEEP INDUCER
 
 Level: 1d6
 
 Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an
 extremely loud noise.
 
-### SNIPER MODULE
+#### SNIPER MODULE
 
 Level: 1d6
 
@@ -55770,13 +55768,13 @@
 (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
 than very long has its range doubled.
 
-### SOLVENT
+#### SOLVENT
 
 Level: 1d10
 
 Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
 
-### SONIC HOLE
+#### SONIC HOLE
 
 Level: 1d6 + 2
 
@@ -55786,14 +55784,14 @@
 (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey
 and sneaking past enemies.)
 
-### SOUND DAMPENER
+#### SOUND DAMPENER
 
 Level: 1d6 + 2
 
 Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions
 by all creatures in the area.
 
-### SPATIAL WARP
+#### SPATIAL WARP
 
 Level: 1d6 + 4
 
@@ -55801,13 +55799,13 @@
 no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
 important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
 
-### SPEED BOOST
+#### SPEED BOOST
 
 Level: 1d6 + 2
 
 Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
 
-### SPY
+#### SPY
 
 Level: 1d6 + 2
 
@@ -55819,7 +55817,7 @@
 detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
 creatures and objects in short range.
 
-### STASIS KEEPER
+#### STASIS KEEPER
 
 Level: 1d6
 
@@ -55827,26 +55825,26 @@
 An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
 memory of the period of inactivity.
 
-### STIM
+#### STIM
 
 Level: 1d6
 
 Effect: Eases the user's next action taken by three steps.
 
-### STRENGTH BOOST
+#### STRENGTH BOOST
 
 Level: 1d6 + 2
 
 Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
 
-### STRENGTH ENHANCER
+#### STRENGTH ENHANCER
 
 Level: 1d6
 
 Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open
 elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour.
 
-### SUBDUAL FIELD
+#### SUBDUAL FIELD
 
 Level: 1d6 + 3
 
@@ -55856,49 +55854,49 @@
 for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and
 after leaving it).
 
-### TELEPATHY
+#### TELEPATHY
 
 Level: 1d6 + 2
 
 Effect: For one hour, the device enables
 long-range mental communication with anyone the user can see.
 
-### TELEPORTER (BOUNDER)
+#### TELEPORTER (BOUNDER)
 
 Level: 1d6 + 2
 
 Effect: User teleports up to 100 <span dir="rtl">×</span> the cypher level in feet to a location they can see. They
 arrive safely with their possessions but cannot take anything else with them.
 
-### TELEPORTER (INTERSTELLAR)
+#### TELEPORTER (INTERSTELLAR)
 
 Level: 1d6 + 4
 
 Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely
 with their possessions but cannot take anything else with them.
 
-### TELEPORTER (PLANETARY)
+#### TELEPORTER (PLANETARY)
 
 Level: 1d6 + 4
 
 Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely
 with their possessions but cannot take anything else with them.
 
-### TELEPORTER (TRAVELER)
+#### TELEPORTER (TRAVELER)
 
 Level: 1d6 + 4
 
 Effect: User teleports up to 100 <span dir="rtl">×</span> the cypher level in miles to a location they have previously
 visited or seen. They arrive safely with their possessions but cannot take anything else with them.
 
-### TEMPORAL VIEWER
+#### TEMPORAL VIEWER
 
 Level: 1d6 + 4
 
 Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred
 at the current location up to one year prior. The user specifies the time period shown by the viewer.
 
-### TIME DILATION (DEFENSIVE)
+#### TIME DILATION (DEFENSIVE)
 
 Level: 1d6
 
@@ -55906,14 +55904,14 @@
 inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
 the cypher is level 6 or higher).
 
-### TIME DILATION (OFFENSIVE)
+#### TIME DILATION (OFFENSIVE)
 
 Level: 1d6
 
 Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed,
 easing their attacks by two steps (three steps if the cypher is level 6 or higher).
 
-### TISSUE REGENERATION
+#### TISSUE REGENERATION
 
 Level: 1d6 + 4
 
@@ -55926,7 +55924,7 @@
 scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only
 1d6 points over the hour duration.)
 
-### TRACER
+#### TRACER
 
 Level: 1d6
 
@@ -55934,7 +55932,7 @@
 launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is
 level 3 or higher, in the same dimension if the cypher is level 6 or higher).
 
-### TRICK EMBEDDER
+#### TRICK EMBEDDER
 
 Level: 1d6
 
@@ -55942,7 +55940,7 @@
 higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long
 range, and so on). The trick must be designated when the cypher is activated.
 
-### UNINTERRUPTIBLE POWER SOURCE
+#### UNINTERRUPTIBLE POWER SOURCE
 
 Level: 1d6 + 4
 
@@ -55955,7 +55953,7 @@
 power requirement, a car engine is a level
 5 power requirement, and a starship is a level 10 power requirement.
 
-### VANISHER
+#### VANISHER
 
 Level: 1d6 + 2
 
@@ -55964,7 +55962,7 @@
 ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking
 an action to focus on hiding their position.
 
-### VISAGE CHANGER
+#### VISAGE CHANGER
 
 Level: 1d6
 
@@ -55972,28 +55970,28 @@
 human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
 higher). The change takes ten minutes to apply and lasts for twenty-four hours.
 
-### VISUAL DISPLACEMENT DEVICE
+#### VISUAL DISPLACEMENT DEVICE
 
 Level: 1d6
 
 Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an
 asset to Speed defense actions for ten minutes per cypher level.
 
-### VOCAL TRANSLATOR
+#### VOCAL TRANSLATOR
 
 Level: 1d6
 
 Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can
 understand.
 
-### WARMTH
+#### WARMTH
 
 Level: 1d6
 
 Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
 time, the user has Armor equal to the cypher's level that protects against cold damage.
 
-### WATER ADAPTER
+#### WATER ADAPTER
 
 Level: 1d6
 
@@ -56001,7 +55999,7 @@
 changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the
 user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum.
 
-### WEAPON ENHANCEMENT
+#### WEAPON ENHANCEMENT
 
 Level: 1d6 + 2
 
@@ -56076,20 +56074,20 @@
 </tbody>
 </table>
 
-### WINGS
+#### WINGS
 
 Level: 1d6 + 2
 
 Effect: User can fly at their normal running speed for ten minutes per cypher level.
 
-### X-RAY VIEWER
+#### X-RAY VIEWER
 
 Level: 1d6 + 4
 
 Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect
 lasts for one minute per cypher level.
 
-### ZERO POINT FIELD
+#### ZERO POINT FIELD
 
 Level: 1d6 + 3
 
@@ -56108,7 +56106,7 @@
 Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
 they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.
 
-### AREA BOOST
+#### AREA BOOST
 
 Level: 1d6 + 1
 
@@ -56117,40 +56115,40 @@
 areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot
 (300 m) areas. All other areas double in radius.
 
-### BURST BOOST
+#### BURST BOOST
 
 Level: 1d6 + 2
 
 Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to
 immediate, but the ability affects all targets within immediate range.
 
-### DAMAGE BOOST
+#### DAMAGE BOOST
 
 Level: 1d6 + 2
 
 Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
 this cypher's level.
 
-### EFFICACY BOOST (MAJOR)
+#### EFFICACY BOOST (MAJOR)
 
 Level: 1d6 + 1
 
 Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This
 kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)
 
-### EFFICACY BOOST (MINOR)
+#### EFFICACY BOOST (MINOR)
 
 Level: 1d6
 
 Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
 
-### ENERGY BOOST
+#### ENERGY BOOST
 
 Level: 1d6
 
 Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
 
-### RANGE BOOST
+#### RANGE BOOST
 
 Level: 1d6 + 1
 
@@ -56158,7 +56156,7 @@
 Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to
 very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long).
 
-### TARGET BOOST
+#### TARGET BOOST
 
 Level: 1d6 + 2
 
@@ -56167,7 +56165,7 @@
 
 ## Running the Cypher System
 
-Setting Difficulty Ratings
+### Setting Difficulty Ratings
 
 The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one
 created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game.
@@ -56226,7 +56224,7 @@
 difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties.
 The PCs can rise to the challenge, especially if they are experienced.
 
-The Impossible Difficulties
+#### The Impossible Difficulties
 
 Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't
 roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can
@@ -56242,7 +56240,7 @@
 and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at
 the top of their field, so to speak.
 
-False Precision
+#### False Precision
 
 One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by
 one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those
@@ -56259,7 +56257,7 @@
 difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something
 rated as an 8 and something rated as a 9 on that scale.
 
-Routine Actions
+#### Routine Actions
 
 Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into
 the trap illustrated by this dialogue:
@@ -56289,7 +56287,7 @@
 to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge
 ramifications for the character and the story.
 
-Other Ways to Judge Difficulty
+#### Other Ways to Judge Difficulty
 
 Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as
 rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would
@@ -56344,7 +56342,7 @@
 narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be
 devoted to guiding the story.
 
-GM Intrusion
+### GM Intrusion
 
 GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a
 handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what
@@ -56388,7 +56386,7 @@
 (Remember, any time you give a player 1 XP for a GM intrusion, you're actually giving them 2— one to keep and one to
 give to another player.)
 
-Using GM Intrusion as a Narrative Tool
+#### Using GM Intrusion as a Narrative Tool
 
 A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the
 game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the
@@ -56430,7 +56428,7 @@
 (Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction
 with NPCs can have big repercussions.)
 
-Using GM Intrusion as a Resolution Mechanic
+#### Using GM Intrusion as a Resolution Mechanic
 
 This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random
 chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice,
@@ -56457,13 +56455,13 @@
 likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice.
 Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.
 
-Using (and Not Abusing) GM Intrusion
+#### Using (and Not Abusing) GM Intrusion
 
 Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four
 GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play.
 This is in addition to any intrusions that are triggered by players rolling a 1.
 
-Intrusion Through Player Rolls
+#### Intrusion Through Player Rolls
 
 When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion
 could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these
@@ -56495,7 +56493,7 @@
 GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good
 intrusion, you don't need to wait until a player rolls a 1 to use it.)
 
-GM Intrusion That Affects the Group
+#### GM Intrusion That Affects the Group
 
 The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what
 if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and
@@ -56506,12 +56504,12 @@
 However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if
 they are more personal.
 
-Example GM Intrusions
+#### Example GM Intrusions
 
 It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword *again*?"). Below
 are a number of different intrusions you can use.
 
-Bad Luck
+##### Bad Luck
 
 Through no fault of the characters, something happens that is bad or at least complicating. For example:
 
@@ -56527,7 +56525,7 @@
 
 \* A device (cypher or artifact) malfunctions or gives the user a jolt.
 
-An Unknown Complication Emerges
+##### An Unknown Complication Emerges
 
 The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at
 least at the start. For example:
@@ -56542,7 +56540,7 @@
 
 \* The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble.
 
-An Impending Complication Emerges
+##### An Impending Complication Emerges
 
 GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling
 dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's
@@ -56559,7 +56557,7 @@
 \* The NPC who holds a dagger to a character's throat and says "Don't move" cuts the PC when they do, in fact, move,
 putting them immediately at debilitated on the damage track.
 
-Opponent Luck or Skill
+##### Opponent Luck or Skill
 
 The PCs aren't the only ones with surprising tricks up their sleeves. For example:
 
@@ -56573,7 +56571,7 @@
 
 \* A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC.
 
-Fumbles
+##### Fumbles
 
 Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the
 GM could simply declare that a fumble has occurred. In either case, consider the following examples:
@@ -56590,7 +56588,7 @@
 
 \* In an interaction, the PC inadvertently or unknowingly says something offensive.
 
-Partial Success
+##### Partial Success
 
 GM intrusion doesn't have to mean that a PC has failed. For example:
 
@@ -56617,7 +56615,7 @@
 more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come
 loose, but a player intrusion can't create a landslide.
 
-Tying Actions to Stats
+### Tying Actions to Stats
 
 Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is
 tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve
@@ -56631,7 +56629,7 @@
 hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the
 rule.
 
-Cyphers
+### Cyphers
 
 You should think of cyphers as character abilities, whether they're subtle cyphers or manifest cyphers. This means that
 it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels,
@@ -56683,7 +56681,7 @@
 points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at
 their full capacity.)
 
-Artifacts
+### Artifacts
 
 In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they
 serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal.
@@ -56710,7 +56708,7 @@
 
 (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
 
-Skills and Other Abilities
+### Skills and Other Abilities
 
 Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
 possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope,
@@ -56733,7 +56731,7 @@
 In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to
 say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility.
 
-NPCs and Death
+### NPCs and Death
 
 As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC
 reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as
@@ -56745,7 +56743,7 @@
 them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to
 speak.
 
-Creatures
+### Creatures
 
 Whenever possible, creatures should be handled like other NPCs. They don't follow the same rules as the player
 characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed
@@ -56773,7 +56771,7 @@
 offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be
 tied directly to level—higher-level creatures get better abilities and more of them.
 
-Balancing Encounters
+#### Balancing Encounters
 
 In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a
 particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem
@@ -56847,7 +56845,7 @@
 - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
   should be ready to do the same.
 
-### CHARACTER CREATION
+#### CHARACTER CREATION
 
 Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
 help players move quickly, without spending a lot of time deciding between this focus and that one.
@@ -56864,7 +56862,7 @@
 
 All characters start with 1 XP.
 
-### DESCRIPTORS
+#### DESCRIPTORS
 
 A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
 descriptor.
@@ -56880,7 +56878,7 @@
 
 Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
 
-### TYPES
+#### TYPES
 
 This is the role the character will have in the story. Types will likely change from genre
 
@@ -56888,7 +56886,7 @@
 character will have in the story, not what players will write on their character sheet (although a few example
 suggestions are provided).
 
-Performing Physical Actions
+##### Performing Physical Actions
 
 This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on
 the situation. Choose two of the following abilities:
@@ -56901,7 +56899,7 @@
 
 • Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls
 
-Sneaking
+##### Sneaking
 
 This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the
 situation. Choose two of the following abilities:
@@ -56914,7 +56912,7 @@
 
 • Add +2 to recovery rolls
 
-Searching And Discovering
+##### Searching And Discovering
 
 This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
 depending on the situation. Choose two of the following abilities:
@@ -56927,7 +56925,7 @@
 
 • Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls
 
-Talking
+##### Talking
 
 This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on
 the situation. Choose two of the following abilities:
@@ -56940,7 +56938,7 @@
 
 • Add +2 to recovery rolls
 
-Wielding Supernatural Powers
+##### Wielding Supernatural Powers
 
 This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
 Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
@@ -56961,7 +56959,7 @@
 
 • Have another power shift.
 
-### FOCUS
+#### FOCUS
 
 A focus determines the actions a character might often take in the story.
 
@@ -56988,18 +56986,18 @@
 Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
 the exception of miscellaneous powers.)
 
-### THE SCENARIO
+#### THE SCENARIO
 
 When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
 movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
 
-### SETUP
+#### SETUP
 
 This section of a Cypher Short is a brief overview of the setting and the premise of
 
 the situation. The basic statement of the genre and setting should be given to the players before they make characters.
 
-### POSSIBLE ENCOUNTERS
+#### POSSIBLE ENCOUNTERS
 
 This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
 where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
@@ -57012,7 +57010,7 @@
 NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
 the personality of any relevant NPC, and so on.
 
-### GM INTRUSIONS
+#### GM INTRUSIONS
 
 Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
 
@@ -57020,19 +57018,19 @@
 same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
 adventure than you're used to in a standard Cypher System game.
 
-### THE CONCLUSION
+#### THE CONCLUSION
 
 Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
 needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
 what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
 too much about what happens next. It's a one-shot scenario.
 
-### TRAPPED IN FLAMES
+#### TRAPPED IN FLAMES
 
 The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
 ringing!
 
-### CHARACTER CREATION
+##### CHARACTER CREATION
 
 The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
 
@@ -57060,7 +57058,7 @@
 
 All random people in the building are level 2 or 3 NPCs.
 
-### THE SETUP
+##### THE SETUP
 
 The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
 necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
@@ -57093,7 +57091,7 @@
 • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
 too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
 
-### POSSIBLE ENCOUNTERS
+##### POSSIBLE ENCOUNTERS
 
 Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
 information. Some of it is true and some isn't. Things they might try to say include:
@@ -57156,7 +57154,7 @@
 through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
 the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
 
-### GM INTRUSIONS
+##### GM INTRUSIONS
 
 Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
 bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
@@ -57177,7 +57175,7 @@
 the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
 the firefighters arrive.
 
-### THE CONCLUSION
+##### THE CONCLUSION
 
 Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
 wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
