--- _tmp/ccsrd.md	2025-05-06 16:25:47.446640235 -0500
+++ _tmp/ccsrd.new.md	2025-05-06 16:35:29.392868897 -0500
@@ -671,25 +671,6 @@
 
 Finally, more fundamental options for further customization are provided at the end of this chapter.
 
-### PLAYER INTRUSION
-
-A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
-character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
-unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
-What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
-changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
-would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
-use a player intrusion.
-
-A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
-appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
-is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
-situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
-
-Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
-
-(Player intrusions should be limited to no more than one per player per session.)
-
 ### WARRIOR
 
 Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
@@ -15946,6 +15927,25 @@
 succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
 more than others.
 
+### PLAYER INTRUSION
+
+A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
+character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
+unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
+What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
+changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
+use a player intrusion.
+
+A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
+appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
+
+Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
+
+(Player intrusions should be limited to no more than one per player per session.)
+
 ### DISTANCE
 
 Distance is simplified into four basic categories: immediate, short, long, and very long.
