--- _tmp/ccsrd.md	2025-05-29 08:25:53.864926575 -0500
+++ _tmp/ccsrd.new.md	2025-05-29 08:32:41.013398015 -0500
@@ -3031,7 +3031,7 @@
 Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are
 debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until
 you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are
-### 0.
+0.
 
 Skill: You are trained in Might defense actions.
 
@@ -7396,8 +7396,6 @@
 option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up
 damage boost on attacks or better control of an unstable physical transformation.
 
-### SUPERHERO FOCI
-
 ### CUSTOMIZING FOCI
 
 Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines
@@ -15488,7 +15486,7 @@
 available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
 weapons.
 
-### EXPLOSIVE WEAPONS
+#### EXPLOSIVE WEAPONS
 
 Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
 an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a
@@ -15541,7 +15539,7 @@
 
 For GM information on artifacts, see the Running the Cypher System chapter.
 
-Finding, Identifying, and USing Artifacts
+#### Finding, Identifying, and USing Artifacts
 
 Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of
 manipulation to get them working. They could have been stolen from well-guarded military installations. They might be
@@ -15913,7 +15911,7 @@
 As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
 extra roll if the major effect is unusual or unlikely.
 
-Retrying a Task after failure
+### Retrying a Task after failure
 
 If a character fails a task (whether it's climbing a wall, picking a lock, trying to figure out a mysterious device, or
 something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A
@@ -16032,9 +16030,7 @@
 Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the
 time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.
 
-Boxed text:
-
-TIMEKEEPING
+#### TIMEKEEPING TABLE
 
 |                                                                 |                                               |
 |-----------------------------------------------------------------|-----------------------------------------------|
@@ -16132,7 +16128,7 @@
 
 Do something else
 
-### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
+#### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
 
 Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
 interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
@@ -16248,7 +16244,7 @@
 burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
 comprehensive, the Damage From Hazards table includes common examples.
 
-##### DAMAGE FROM HAZARDS
+##### DAMAGE FROM HAZARDS TABLE
 
 |               |                                                   |                                       |
 |---------------|---------------------------------------------------|---------------------------------------|
@@ -16665,7 +16661,7 @@
 As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the
 character stops at some point, slipping or stumbling or otherwise getting held up.
 
-Long-Term Movement
+#### Long-Term Movement
 
 When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a
 road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling
@@ -16673,7 +16669,7 @@
 Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft,
 sailing ships, and so on) have their own rates of movement.
 
-Movement Modifiers
+#### Movement Modifiers
 
 Different environments affect movement in different ways.
 
@@ -16706,7 +16702,7 @@
 object that they can grab or land against, they continue to drift in that direction each round, traveling half the
 distance of the initial push.
 
-Special Situation: A Chase
+#### Special Situation: A Chase
 
 When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the
 NPC's level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of
@@ -16759,7 +16755,7 @@
 
 Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
 
-### Defense Tasks
+#### Defense Tasks
 
 Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
 defense task matters when using Effort.
@@ -16798,7 +16794,7 @@
 difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
 while under fire, pose additional step penalties.
 
-CLIMBING Difficulty
+##### CLIMBING Difficulty Table
 
 |                |                                                     |
 |----------------|-----------------------------------------------------|
@@ -16938,7 +16934,7 @@
 too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary,
 but that doesn't mean he could reverse-engineer a teleporter made in another dimension.)
 
-Crafting Difficulty and Time
+##### Crafting Difficulty and Time
 
 |            |                                                                                                        |                       |
 |------------|--------------------------------------------------------------------------------------------------------|-----------------------|
@@ -17075,7 +17071,7 @@
 | 7          | Knowledge very few people possess       |
 | 10         | Completely lost knowledge               |
 
-### VEHICULAR MOVEMENT
+#### VEHICULAR MOVEMENT
 
 Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most
 vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the
@@ -17093,7 +17089,7 @@
 it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the
 chase rolls by two or three steps, or the GM might simply rule that it's impossible.
 
-### VEHICULAR COMBAT
+#### VEHICULAR COMBAT
 
 Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The
 combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the
@@ -17239,7 +17235,7 @@
 well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting
 loneliness.
 
-### BREATHING LIFE INTO FOLLOWERS
+#### BREATHING LIFE INTO FOLLOWERS
 
 The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present
 each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a
@@ -17382,7 +17378,7 @@
 explain a change in a character's capabilities that occurred in the course of the story, such as if the PC made a new
 device or learned a new skill, isn't a waste of XP—it's what XP are for.)
 
-Immediate Benefits
+#### Immediate Benefits
 
 The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn't make.
 This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this
@@ -17391,7 +17387,7 @@
 
 A player can also spend 1 XP to refuse a GM intrusion.
 
-Short- and Medium-Term Benefits
+#### Short- and Medium-Term Benefits
 
 By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let's say
 a character notices that the computer terminals in the facility they're infiltrating are similar to those used by the
@@ -17418,7 +17414,7 @@
 underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for
 only eight hours. Again, the story and the logic of the situation dictate the parameters.
 
-Long-Term Benefits
+#### Long-Term Benefits
 
 In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game
 with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.
@@ -17456,7 +17452,7 @@
 location for two months to learn the inhabitants' unique language, the GM might award the character a few XP, which are
 then immediately spent to grant them the ability to understand and speak that language.)
 
-Character Advancement
+#### Character Advancement
 
 Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the
 next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each
@@ -17498,7 +17494,7 @@
 
 Select another character ability from your type, such as a tier 2 Warrior selecting Reload or Crushing Blow.
 
-### EQUAL ADVANCEMENT
+##### EQUAL ADVANCEMENT
 
 It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
 players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get
@@ -17507,7 +17503,7 @@
 equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they
 want to play it.
 
-### TIER ADVANCEMENT IN THE CYPHER SYSTEM
+##### TIER ADVANCEMENT IN THE CYPHER SYSTEM
 
 Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
 is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already
@@ -17565,7 +17561,7 @@
 (Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP.
 If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.)
 
-### AID A FRIEND
+#### AID A FRIEND
 
 Someone needs your help.
 
@@ -17585,7 +17581,7 @@
 Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if
 anything) and where you will go from here.
 
-### ASSIST AN ORGANIZATION
+#### ASSIST AN ORGANIZATION
 
 You set out to accomplish something that will further an organization. You're probably allied with them or they are
 rewarding you for your help in some fashion.
@@ -17604,7 +17600,7 @@
 Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the
 organization increase rather than take the standard reward.
 
-### AVENGE
+#### AVENGE
 
 Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to
 avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
@@ -17624,7 +17620,7 @@
 
 Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.
 
-### BIRTH
+#### BIRTH
 
 You are becoming a parent.
 
@@ -17645,7 +17641,7 @@
 
 Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.
 
-### BUILD
+#### BUILD
 
 You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would
 also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical
@@ -17666,7 +17662,7 @@
 
 Resolution: You put the structure to its desired use and see if it holds up.
 
-### CLEANSE
+#### CLEANSE
 
 Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the
 like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an
@@ -17684,7 +17680,7 @@
 Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you
 keep this from happening again?
 
-### CREATION
+#### CREATION
 
 You want to make something. This might be a magic item, a painting, a novel, or a machine.
 
@@ -17700,7 +17696,7 @@
 
 Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.
 
-### DEFEAT A FOE
+#### DEFEAT A FOE
 
 Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always
 mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired
@@ -17717,7 +17713,7 @@
 
 Resolution: You reflect on what you've learned and what the consequences of your actions might be.
 
-### DEFENSE
+#### DEFENSE
 
 A person, place, or thing is threatened, and you want to protect it.
 
@@ -17733,7 +17729,7 @@
 Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety
 going forward.
 
-### DEVELOP A BOND
+#### DEVELOP A BOND
 
 You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a
 position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.
@@ -17749,7 +17745,7 @@
 
 Resolution: You enjoy the fruits of your new relationship.
 
-### ENTERPRISE
+#### ENTERPRISE
 
 You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your
 creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society
@@ -17775,7 +17771,7 @@
 
 Resolution: A time for reflection on everything that occurred, and how you're going to move forward.
 
-### ESTABLISHMENT
+#### ESTABLISHMENT
 
 You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially,
 or even romantically.
@@ -17793,7 +17789,7 @@
 
 Resolution: You reflect on what you did and where you go from here.
 
-### EXPLORE
+#### EXPLORE
 
 Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new
 planet, an otherworldly dimension, or something similar.
@@ -17815,7 +17811,7 @@
 
 Resolution: You return home and possibly share your findings.
 
-### FALL FROM GRACE
+#### FALL FROM GRACE
 
 This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a
 player selects on a meta level for the character because it makes for an interesting story. It also sets up the
@@ -17833,7 +17829,7 @@
 
 Resolution: You wallow in your own misery.
 
-### FINISH A GREAT WORK
+#### FINISH A GREAT WORK
 
 Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing
 the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple
@@ -17851,7 +17847,7 @@
 
 Resolution: You reflect on what you did and where you go from here.
 
-### GROWTH
+#### GROWTH
 
 Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about
 character development. While it's possible that the growth involved is intentional, in most people's lives and stories,
@@ -17869,7 +17865,7 @@
 
 Resolution: You recognize the change in yourself and move forward.
 
-### INSTRUCTION
+#### INSTRUCTION
 
 You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a
 combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a
@@ -17891,7 +17887,7 @@
 
 Resolution: You and the pupil say your goodbyes, and you look toward the future.
 
-### JOIN AN ORGANIZATION
+#### JOIN AN ORGANIZATION
 
 You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or
 something else.
@@ -17908,7 +17904,7 @@
 
 Resolution: You consider your efforts and assess what your membership gets you.
 
-### JUSTICE
+#### JUSTICE
 
 You try to right a wrong or bring a wrongdoer to justice.
 
@@ -17926,7 +17922,7 @@
 
 Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.
 
-### LEARN
+#### LEARN
 
 You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of
 information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new
@@ -17943,7 +17939,7 @@
 
 Resolution: You relax a bit and decide what to do next.
 
-### MASTER A SKILL
+#### MASTER A SKILL
 
 You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
 this can involve any kind of training at all, not just a skill.
@@ -17962,7 +17958,7 @@
 
 Resolution: You relax a bit and decide what to do next.
 
-### MYSTERIOUS BACKGROUND
+#### MYSTERIOUS BACKGROUND
 
 You don't know who your parents were, but you want to find out. The mystery might be something other than your
 parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of
@@ -17979,7 +17975,7 @@
 
 Resolution: You contemplate how this new knowledge sits with you.
 
-### NEW DISCOVERY
+#### NEW DISCOVERY
 
 You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An
 invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and
@@ -17997,7 +17993,7 @@
 Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if
 nothing else.
 
-### RAISE A CHILD
+#### RAISE A CHILD
 
 You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under
 your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
@@ -18018,7 +18014,7 @@
 
 Resolution: You reflect on the memories you have made.
 
-### RECOVER FROM A WOUND (OR TRAUMA)
+#### RECOVER FROM A WOUND (OR TRAUMA)
 
 You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury,
 illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
@@ -18037,7 +18033,7 @@
 
 Resolution: You get on with your life.
 
-### REDEMPTION
+#### REDEMPTION
 
 You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
 Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
@@ -18052,7 +18048,7 @@
 
 Resolution: You reflect on what has happened but now look to the future.
 
-### REPAY A DEBT
+#### REPAY A DEBT
 
 You owe someone something, and it's time to make good.
 
@@ -18067,7 +18063,7 @@
 
 Resolution: You relax knowing that your debt is repaid, and you look to the future.
 
-### RESCUE
+#### RESCUE
 
 Someone or something of great importance has been taken, and you want to get them or it back.
 
@@ -18082,7 +18078,7 @@
 
 Resolution: You return them home.
 
-### RESTORATION
+#### RESTORATION
 
 You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed.
 You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
@@ -18098,7 +18094,7 @@
 
 Resolution: You enjoy a return to things the way they were before.
 
-### REVENGE
+#### REVENGE
 
 Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer,
 but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's
@@ -18113,7 +18109,7 @@
 Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by
 gaining your revenge.
 
-### ROMANCE
+#### ROMANCE
 
 You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe
 you're just interested in a relationship in general.
@@ -18129,7 +18125,7 @@
 
 Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.
 
-### SOLVE A MYSTERY
+#### SOLVE A MYSTERY
 
 Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action
 committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the
@@ -18148,7 +18144,7 @@
 mystery with what you've discovered, or you use the information in some way (such as taking it to the proper
 authorities).
 
-### THEFT
+#### THEFT
 
 Someone else has something you want.
 
@@ -18165,7 +18161,7 @@
 Resolution: You decide what to do with the thing you've stolen and contemplate the repercussions you might face for
 stealing it.
 
-### TRAIN A CREATURE
+#### TRAIN A CREATURE
 
 You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not
 already be domesticated and trained.
@@ -18185,7 +18181,7 @@
 
 Resolution: You reflect on the experience.
 
-### TRANSFORMATION
+#### TRANSFORMATION
 
 You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on
 external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be
@@ -18202,7 +18198,7 @@
 
 Resolution: You contemplate how this change affects you going forward.
 
-### UNCOVER A SECRET
+#### UNCOVER A SECRET
 
 There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This
 could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret
@@ -18221,7 +18217,7 @@
 
 Resolution: You contemplate how this secret affects you and the world.
 
-### UNDO A WRONG
+#### UNDO A WRONG
 
 Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the
 damage, or at least stop it from continuing.
@@ -18246,7 +18242,7 @@
 The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
 fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
 
-### FANTASY RULES MODULES
+### Fantasy
 
 For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
 of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
@@ -18268,7 +18264,7 @@
 
 The point is, there are many, many types of fantasy.
 
-Suggested Types for a FANTASY Game
+#### Suggested Types for a FANTASY Game
 
 |              |                                |
 |--------------|--------------------------------|
@@ -18284,7 +18280,7 @@
 | Warrior mage | Warrior flavored with magic    |
 | Bard         | Speaker                        |
 
-Basic CREATURES AND NPCs FOR A FANTASY GAME
+#### Basic CREATURES AND NPCs FOR A FANTASY GAME
 
 Bat: level 1
 
@@ -18312,11 +18308,11 @@
 
 Villager: level 2
 
-### CRAFTING MAGIC ITEMS
+#### CRAFTING MAGIC ITEMS
 
 Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
 
-### CRAFTING CYPHERS
+##### CRAFTING CYPHERS
 
 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
 what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
@@ -18390,7 +18386,7 @@
 > course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
 > day
 
-### CRAFTING ARTIFACTS
+##### CRAFTING ARTIFACTS
 
 Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
 select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
@@ -18404,15 +18400,15 @@
 this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
 the same assessed difficulty
 
-### RITUAL MAGIC
+#### RITUAL MAGIC
 
-### TIME
+##### TIME
 
 Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
 it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
 ritual takes from start to finish, once the preparations (if any) are complete.
 
-### DIFFICULTY AND SUBTASKS
+##### DIFFICULTY AND SUBTASKS
 
 Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
 a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
@@ -18430,28 +18426,28 @@
 assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
 the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
 
-### POOL INVESTMENT
+##### POOL INVESTMENT
 
 Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
 vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
 could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
 necessary to prevent a participating PC from dying during the ritual).
 
-### ACCELERATED PERFORMANCE
+##### ACCELERATED PERFORMANCE
 
 The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
 reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
 a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
 time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
 
-### EXAMPLE RITUALS
+##### EXAMPLE RITUALS
 
 The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
 may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
 might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
 ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
 
-### UNDERSTANDING THE EXAMPLES
+##### UNDERSTANDING THE EXAMPLES
 
 Each ritual is described in the following format.
 
@@ -18468,7 +18464,7 @@
 
 Other Assets: Kinds of abilities that can help success.
 
-### BESEECH
+##### BESEECH
 
 Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
 that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
@@ -18494,7 +18490,7 @@
 Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
 space to talk in person.
 
-### CONJURE THE DEAD
+##### CONJURE THE DEAD
 
 Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
 prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
@@ -18519,7 +18515,7 @@
 A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
 accordingly.
 
-### CONJURE DEMON
+##### CONJURE DEMON
 
 Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
 perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
@@ -18544,7 +18540,7 @@
 
 Other Assets: Knowledge or control of similar entities, secret name of the demon
 
-### CONJURE DEVIL
+##### CONJURE DEVIL
 
 Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
 perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
@@ -18569,7 +18565,7 @@
 
 Other Assets: Knowledge or control of similar entities, secret name of the devil
 
-### CONJURE ELEMENTAL
+##### CONJURE ELEMENTAL
 
 Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
 remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
@@ -18597,7 +18593,7 @@
 Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
 playing up their strengths are the key to bargaining with them.
 
-### CONSECRATION
+##### CONSECRATION
 
 Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
 very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
@@ -18620,7 +18616,7 @@
 
 Other Assets: Warding magic, religious knowledge
 
-### ENCHANT WEAPON
+##### ENCHANT WEAPON
 
 Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
 next day.
@@ -18642,7 +18638,7 @@
 In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
 rolls, grant extra damage, affect multiple weapons at once, or all of the above.
 
-### ENTOMBMENT
+##### ENTOMBMENT
 
 Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
 the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
@@ -18663,7 +18659,7 @@
 
 Other Assets: Control magic, grappling, imprisoning magic, wards
 
-### EXORCISM
+##### EXORCISM
 
 Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
 out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
@@ -18691,7 +18687,7 @@
 Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
 possessing a creature— throwing objects, causing nightmares, making noises, and so on.
 
-### FLESH FOR KNOWLEDGE
+##### FLESH FOR KNOWLEDGE
 
 Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
 permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
@@ -18717,7 +18713,7 @@
 reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
 points gained through recovery rolls by 2.
 
-### PURIFICATION
+##### PURIFICATION
 
 Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
 or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
@@ -18738,7 +18734,7 @@
 
 Other Assets: Healing magic, resistance to the target's affliction
 
-### RESURRECTION
+##### RESURRECTION
 
 Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
 completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
@@ -18764,7 +18760,7 @@
 A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
 impaired state on the damage track instead of hale, requiring further rest or healing.
 
-### SACRIFICIAL RITE
+##### SACRIFICIAL RITE
 
 A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
 the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
@@ -18784,17 +18780,17 @@
 
 Other Assets: Death spells, instant-kill abilities, soul manipulation
 
-### MAGICAL TECHNOLOGY
+#### MAGICAL TECHNOLOGY
 
 To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
 regular (nonmagical) items.
 
-### MAGIC PLUS TECHNOLOGY
+#### MAGIC PLUS TECHNOLOGY
 
 Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
 certainly be manifest cyphers or artifacts. Here's an example cypher:
 
-### FROZEN TIMEPIECE
+##### FROZEN TIMEPIECE
 
 Level: 1d6 + 2
 
@@ -18805,7 +18801,7 @@
 
 And here's an example artifact:
 
-### TRUTH BINOCULARS
+##### TRUTH BINOCULARS
 
 Level: 1d6 + 2
 
@@ -18821,7 +18817,7 @@
 you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
 very different.
 
-### TECHNOLOGY THAT INTERACTS WITH MAGIC
+#### TECHNOLOGY THAT INTERACTS WITH MAGIC
 
 In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
 interact and cope with it. Technological devices that are not magical but deal with magic could include:
@@ -18837,12 +18833,12 @@
 signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
 impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
 
-### MAGIC THAT INTERACTS WITH TECHNOLOGY
+#### MAGIC THAT INTERACTS WITH TECHNOLOGY
 
 In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
 blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
 
-### FINDING PRYING EYES
+##### FINDING PRYING EYES
 
 Level: 1d6 + 3
 
@@ -18851,7 +18847,7 @@
 this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
 the location of the listener.
 
-### POWER DEVICE
+##### POWER DEVICE
 
 Level: 1d6 + 2
 
@@ -18859,7 +18855,7 @@
 powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
 flashlight, the battery is fully charged.
 
-### SCREEN CONTROL
+##### SCREEN CONTROL
 
 Level: 1d6 + 2
 
@@ -18870,7 +18866,7 @@
 Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
 though the technology involved might not have any common principles
 
-### MIND CONTROL
+#### MIND CONTROL
 
 From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
 takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
@@ -18905,7 +18901,7 @@
 A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
 For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
 
-### MYSTICAL MARTIAL ARTS
+#### MYSTICAL MARTIAL ARTS
 
 If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
 portray the kinds of things characters in such stories can accomplish.
@@ -18939,7 +18935,7 @@
 > Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
 > building up and cultivating the energy known as qi and using it for supernatural effects.
 
-### POSSESSION
+#### POSSESSION
 
 Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
 person, taking over a character's body as if it were the creature's own. The creature must touch the character to
@@ -18968,7 +18964,7 @@
 Possession is like mind control in that it takes away a player's ability to control their character, and that can make
 some players very uncomfortable. See the section on mind control and consent for more information (page 67).
 
-### SECRET AND TRUE NAMES
+#### SECRET AND TRUE NAMES
 
 Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
 including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
@@ -18980,7 +18976,7 @@
 Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
 the Uncover a Secret character arc to do so.
 
-### WISHES
+#### WISHES
 
 Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
 them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
@@ -18998,17 +18994,17 @@
 itself—at least not without some investment of time and other resources, like a character using XP to acquire an
 artifact.
 
-### AWARDING TREASURE
+#### AWARDING TREASURE
 
 It's best to think of gold and magic as two different kinds of currencies that characters have access to.
 
-### GOLD
+##### GOLD
 
 The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
 characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
 a typical fantasy campaign, the characters should become wealthier as they advance.
 
-### MANIFEST CYPHERS
+##### MANIFEST CYPHERS
 
 The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
 can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
@@ -19023,7 +19019,7 @@
 are generally considered to be about the same value, although local biases and NPC interests may affect their
 willingness to trade certain items despite or because of a level disparity
 
-### ARTIFACTS
+##### ARTIFACTS
 
 Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
 not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
@@ -19035,13 +19031,13 @@
 expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
 could be worth about the same as an exorbitant item.
 
-### DUNGEONS, CASTLES, AND KEEPS
+#### DUNGEONS, CASTLES, AND KEEPS
 
 This section describes several kinds of common physical features and their game stats. Any of these levels can be
 adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
 reinforced by magic so its level is higher, and so on.
 
-### WALLS
+##### WALLS
 
 Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
 by a creature). Anything describing walls in this section also applies to ceilings and floors.
@@ -19065,7 +19061,7 @@
 
 - Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
 
-### DOORS
+##### DOORS
 
 Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
 their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
@@ -19097,17 +19093,17 @@
   necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
   lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
 
-### TRAPS
+##### TRAPS
 
 One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
 
-### TRIGGERING TRAPS
+###### TRIGGERING TRAPS
 
 Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
 Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
 activates.
 
-### FINDING TRAPS
+###### FINDING TRAPS
 
 Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
 presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
@@ -19125,7 +19121,7 @@
 trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
 they've resolved the first trap.
 
-### DISABLING, DAMAGING, AND BYPASSING TRAPS
+###### DISABLING, DAMAGING, AND BYPASSING TRAPS
 
 A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
 same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
@@ -19144,7 +19140,7 @@
 Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
 hindered by two additional steps).
 
-### UNDERSTANDING THE LISTINGS
+###### UNDERSTANDING THE LISTINGS
 
 The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
 standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
@@ -19169,7 +19165,7 @@
 GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
 possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
 
-### COMMON TRAP POISONS
+###### COMMON TRAP POISONS
 
 - Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
   and one hour.
@@ -19201,7 +19197,7 @@
   time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
   then making them groggy for an hour, even if they're awakened early).
 
-### ARROW 4 (12)
+###### ARROW 4 (12)
 
 Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
 hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
@@ -19216,7 +19212,7 @@
 GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
 or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
 
-### CRUSHING WALL 6 (18)
+###### CRUSHING WALL 6 (18)
 
 A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
 could be built in its place).
@@ -19235,7 +19231,7 @@
 can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
 and can now reach the characters.
 
-### DISINTEGRATION 7 (21)
+###### DISINTEGRATION 7 (21)
 
 A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
 any object destroyed by it) turns to dust.
@@ -19245,7 +19241,7 @@
 GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
 ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
 
-### EXPLOSIVE GLYPH 4 (12)
+###### EXPLOSIVE GLYPH 4 (12)
 
 A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
 acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
@@ -19261,7 +19257,7 @@
 character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
 curse is removed.
 
-### FLOODING ROOM 4 (12)
+###### FLOODING ROOM 4 (12)
 
 Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
 creatures in it begin to drown.
@@ -19278,7 +19274,7 @@
 GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
 fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
 
-### MANGLER 3 (9)
+###### MANGLER 3 (9)
 
 A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
 hindering all actions requiring that hand by one or two steps.
@@ -19300,7 +19296,7 @@
 fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
 poison.
 
-### NET 3 (9)
+###### NET 3 (9)
 
 A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
 traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
@@ -19316,7 +19312,7 @@
 net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
 round.
 
-### PIT 4 (12)
+###### PIT 4 (12)
 
 A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
 multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
@@ -19335,7 +19331,7 @@
 damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
 falls in.
 
-### POISON GAS 3 (9)
+###### POISON GAS 3 (9)
 
 The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
 harm, it is likely that the character won't realize at first that they've sprung a trap.
@@ -19354,7 +19350,7 @@
 exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
 companions for enemies, until they make an Intellect defense roll. The gas is flammable.
 
-### POISON NEEDLE 5 (15)
+###### POISON NEEDLE 5 (15)
 
 A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
 mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
@@ -19367,7 +19363,7 @@
 releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
 instead of a poisoned needle, affecting all nearby characters.
 
-### PORTCULLIS 5 (15)
+###### PORTCULLIS 5 (15)
 
 An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
 creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
@@ -19382,7 +19378,7 @@
 object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
 enemies to make ranged attacks on the trapped character.
 
-### ROLLING BOULDER 6 (12)
+###### ROLLING BOULDER 6 (12)
 
 A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
 the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
@@ -19400,7 +19396,7 @@
 is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
 which jump out as it moves and attack nearby creatures.
 
-### SLICING BLADE 5 (15)
+###### SLICING BLADE 5 (15)
 
 A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
 (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
@@ -19415,7 +19411,7 @@
 blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
 the initial attack until it is healed.
 
-### SLIDING STAIR 4 (12)
+###### SLIDING STAIR 4 (12)
 
 A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
 near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
@@ -19427,7 +19423,7 @@
 between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
 the stairs after the sliding character, inflicting an additional 3 points of damage.
 
-### SNAKE PIT 4 (12)
+###### SNAKE PIT 4 (12)
 
 The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
 immediately attack the character and perhaps others in the area.
@@ -19437,7 +19433,7 @@
 GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
 Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
 
-### SPEAR 4 (12)
+###### SPEAR 4 (12)
 
 The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
 version of an arrow trap, and the same suggestions for that trap apply to this one.)
@@ -19450,7 +19446,7 @@
 of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
 falling block or an electrical shock
 
-### TELEPORTER 6 (18)
+###### TELEPORTER 6 (18)
 
 The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
 oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
@@ -19462,12 +19458,12 @@
 (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
 shark tank, or a boulder in a lava lake.
 
-### ADDITIONAL FANTASY EQUIPMENT
+#### ADDITIONAL FANTASY EQUIPMENT
 
 In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
 period) are usually available.
 
-### INEXPENSIVE ITEMS
+##### INEXPENSIVE ITEMS
 
 |                        |                                |
 |------------------------|--------------------------------|
@@ -19485,7 +19481,7 @@
 | Iron rations (1 day) |       |
 | Torch (3)            |       |
 
-### MODERATELY PRICED ITEMS
+##### MODERATELY PRICED ITEMS
 
 |                     |                                 |
 |---------------------|---------------------------------|
@@ -19516,7 +19512,7 @@
 | Spikes and hammer | 10 spikes     |
 | Tent              |               |
 
-### EXPENSIVE ITEMS
+##### EXPENSIVE ITEMS
 
 |                |                                  |
 |----------------|----------------------------------|
@@ -19541,7 +19537,7 @@
 | Bag of heavy tools |       |
 | Bag of light tools |       |
 
-### VERY EXPENSIVE ITEMS
+##### VERY EXPENSIVE ITEMS
 
 |                 |                          |
 |-----------------|--------------------------|
@@ -19563,7 +19559,7 @@
 | Healing kit  | Asset for healing tasks             |
 | Spyglass     | Asset for perception tasks at range |
 
-### EXORBITANT ITEMS
+##### EXORBITANT ITEMS
 
 |                 |                                     |
 |-----------------|-------------------------------------|
@@ -19575,7 +19571,7 @@
 | Other Items          | Notes |
 | Sailing ship (small) |       |
 
-### MEDIEVAL FANTASY EQUIPMENT
+#### MEDIEVAL FANTASY EQUIPMENT
 
 | Category       | GP Value        |
 |----------------|-----------------|
@@ -19585,7 +19581,7 @@
 | Very expensive | 1,000–10,000 gp |
 | Exorbitant     | 10,000+ gp      |
 
-### STARTING GOLD PIECES FOR CHARACTERS
+##### STARTING GOLD PIECES FOR CHARACTERS
 
 Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
 
@@ -19595,7 +19591,7 @@
 
 Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
 
-#### FANTASY ARMOR DESCRIPTIONS
+##### FANTASY ARMOR DESCRIPTIONS
 
 You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
 Speed Effort cost of the worst one).
@@ -19672,7 +19668,7 @@
 If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
 and padded armor should provide no Armor at all.
 
-#### FANTASY WEAPONS DESCRIPTIONS
+##### FANTASY WEAPONS DESCRIPTIONS
 
 Battleaxe: A wooden pole with a blade on one end.
 
@@ -19794,7 +19790,7 @@
 | Heavy mace                          | 15 gp   |                                 |
 | Maul                                | 10 gp   |                                 |
 
-### RANDOM WEAPON TABLE
+##### RANDOM WEAPON TABLE
 
 If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
 
@@ -19835,7 +19831,7 @@
 > It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
 > with.
 
-### Adventuring equipment DESCRIPTIONS
+##### Adventuring equipment DESCRIPTIONS
 
 Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
 If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
@@ -19951,7 +19947,7 @@
 | Torch                        | 1 cp      |
 | Waterskin                    | 2 sp      |
 
-Fantasy clothing descriptions
+##### Fantasy clothing descriptions
 
 Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
 shoes, and underclothes.
@@ -20002,7 +19998,7 @@
 | Traveler's outfit     | 2 gp  |
 | Wizard's outfit       | 5 gp  |
 
-### ANIMALS AND GEAR DESCRIPTIONS
+##### ANIMALS AND GEAR DESCRIPTIONS
 
 Draft horse: A strong horse able to carry or pull heavy loads.
 
@@ -20018,7 +20014,7 @@
 Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
 such as a chariot.
 
-### ANIMALS AND GEAR
+##### ANIMALS AND GEAR
 
 | Item         | Price      |
 |--------------|------------|
@@ -20029,7 +20025,7 @@
 | Saddle       | 10 gp      |
 | Warehouse    | 300-500 gp |
 
-### FOOD AND LODGING
+##### FOOD AND LODGING
 
 | Item                 | Price |
 |----------------------|-------|
@@ -20049,19 +20045,19 @@
 | Wine (bottle)        | 10 gp |
 | Wine (pitcher)       | 2 sp  |
 
-### FANTASY CYPHERS
+#### FANTASY CYPHERS
 
 Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
 The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
 opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
 or rewards for their adventures and exploits.
 
-### MIXING SUBTLE AND MANIFEST CYPHERS
+##### MIXING SUBTLE AND MANIFEST CYPHERS
 There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
 are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
 and other coincidences that benefit the characters.
 
-### CYPHER FORMS
+##### CYPHER FORMS
 
 What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
 the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
@@ -20102,11 +20098,11 @@
 | 93-96 | Watery potion      |
 | 97-00 | Wood runeplate     |
 
-### EXAMPLE FANTASY CYPHERS
+##### EXAMPLE FANTASY CYPHERS
 
 All of the cyphers in this chapter are manifest and fantastic cyphers.
 
-### FANTASY CYPHERS TABLE
+###### FANTASY CYPHERS TABLE
 
 | 01-05 | Acid resistance        |
 |-------|------------------------|
@@ -20130,13 +20126,13 @@
 | 94-98 | Undead ward            |
 | 99-00 | Walking corpse         |
 
-### ACID RESISTANCE
+###### ACID RESISTANCE
 
 Level: 1d6 + 3
 
 Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
 
-### ANIMAL CONTROL
+###### ANIMAL CONTROL
 
 Level: 1d6 + 2
 
@@ -20153,7 +20149,7 @@
 "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
 like basilisks, pegasi, and so on.
 
-### BEAST SHAPE
+###### BEAST SHAPE
 
 Level: 1d6
 
@@ -20175,20 +20171,20 @@
 noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
 above.
 
-### COLD RESISTANCE
+###### COLD RESISTANCE
 
 Level: 1d6 + 3
 
 Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
 
-### DEMON WARD
+###### DEMON WARD
 
 Level: 1d6
 
 Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
 malevolent creatures.
 
-### DRAGON WARD
+###### DRAGON WARD
 
 Level: 1d6
 
@@ -20197,13 +20193,13 @@
 
 In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
 
-### ELECTRICITY RESISTANCE
+###### ELECTRICITY RESISTANCE
 
 Level: 1d6 + 3
 
 Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
 
-### ELEMENTAL CONJURATION
+###### ELEMENTAL CONJURATION
 
 Level: 1d6
 
@@ -20217,13 +20213,13 @@
 The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
 back to its native realm.
 
-### FIRE RESISTANCE
+###### FIRE RESISTANCE
 
 Level: 1d6 + 3
 
 Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
 
-### GIANT SIZE
+###### GIANT SIZE
 
 Level: 1d6
 
@@ -20237,7 +20233,7 @@
 If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
 defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
 
-### INSTANT BOAT
+###### INSTANT BOAT
 
 Level: 1d6 + 2
 
@@ -20246,7 +20242,7 @@
 its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
 boat lasts for a day, after which it vanishes.
 
-### INSTANT TOWER
+###### INSTANT TOWER
 
 Level: 1d6 + 3
 
@@ -20258,7 +20254,7 @@
 
 The tower is permanent and immobile once created.
 
-### LYCANTHROPE WARD
+###### LYCANTHROPE WARD
 
 Level: 1d6
 
@@ -20268,7 +20264,7 @@
 Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
 as a bear, rat, tiger, or wolf
 
-### PENULTIMATE KEY
+###### PENULTIMATE KEY
 
 Level: 1d6 + 2
 
@@ -20277,13 +20273,13 @@
 
 Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
 
-### POISON RESISTANCE
+###### POISON RESISTANCE
 
 Level: 1d6 + 3
 
 Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
 
-### RESTORATIVE AURA
+###### RESTORATIVE AURA
 
 Level: 1d6
 
@@ -20292,7 +20288,7 @@
 level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
 cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
 
-### THOUGHT LISTENING
+###### THOUGHT LISTENING
 
 Level: 1d6 + 1
 
@@ -20300,7 +20296,7 @@
 doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
 per cypher level.
 
-### TINY SIZE
+###### TINY SIZE
 
 Level: 1d6
 
@@ -20313,14 +20309,14 @@
 If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
 ends, they lose all of the advantages and penalties from the cypher.
 
-### UNDEAD WARD
+###### UNDEAD WARD
 
 Level: 1d6
 
 Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
 vampires, and other undead creatures.
 
-### WALKING CORPSE
+###### WALKING CORPSE
 
 Level: 1d6
 
@@ -20330,7 +20326,7 @@
 one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
 again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
 
-### FANTASY ARTIFACTS
+#### FANTASY ARTIFACTS
 
 In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
 swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
@@ -20347,7 +20343,7 @@
 minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
 table.
 
-### MINOR FANTASY ARTIFACTS TABLE
+##### MINOR FANTASY ARTIFACTS TABLE
 
 | 01-02 | Adamantine rope         |
 |-------|-------------------------|
@@ -20381,7 +20377,7 @@
 | 99    | Vorpal sword            |
 | 00    | Whisperer in the ether  |
 
-### MAJOR FANTASY ARTIFACTS TABLE
+##### MAJOR FANTASY ARTIFACTS TABLE
 
 | 01-03 | Angelic ward\*                                  |
 |-------|-------------------------------------------------|
@@ -20423,7 +20419,7 @@
 
 \* Artifact found in the Fantasy Artifacts section of the Cypher System
 
-### ADAMANTINE ROPE
+##### ADAMANTINE ROPE
 
 Level: 1d6 + 4
 
@@ -20434,7 +20430,7 @@
 
 Depletion: —
 
-### ALCHEMIST BAG
+##### ALCHEMIST BAG
 
 Level: 1d6
 
@@ -20445,7 +20441,7 @@
 
 Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
 
-### ANGELIC WARD
+##### ANGELIC WARD
 
 Level: 1d6 + 2
 
@@ -20458,7 +20454,7 @@
 
 Depletion: 1 in 1d10
 
-### ARMORED CLOTH
+##### ARMORED CLOTH
 
 Level: 1d6
 
@@ -20470,7 +20466,7 @@
 
 Depletion: —
 
-### BELT OF STRENGTH
+##### BELT OF STRENGTH
 
 Level: 1d6
 
@@ -20483,7 +20479,7 @@
 
 Depletion: —
 
-### BOOK OF ALL SPELLS
+##### BOOK OF ALL SPELLS
 
 Level: 1d6 + 2
 
@@ -20514,7 +20510,7 @@
 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
 later page, or disappear and reappear somewhere else in the world.)
 
-### BOUNDING BOOTS
+##### BOUNDING BOOTS
 
 Level: 1d6 + 1
 
@@ -20525,7 +20521,7 @@
 
 Depletion: —
 
-### CAT'S EYE SPECTACLES
+##### CAT'S EYE SPECTACLES
 
 Level: 1d6
 
@@ -20536,7 +20532,7 @@
 
 Depletion: —
 
-### CLOAK OF BALAKAR
+##### CLOAK OF BALAKAR
 
 Level: 1d6 + 3
 
@@ -20548,7 +20544,7 @@
 
 Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
 
-### CLOAK OF ELFKIND
+##### CLOAK OF ELFKIND
 
 Level: 1d6 + 2
 
@@ -20560,7 +20556,7 @@
 
 Depletion: 1 in 1d100
 
-### CLOAK OF FINERY
+##### CLOAK OF FINERY
 
 Level: 1d6 + 1
 
@@ -20572,7 +20568,7 @@
 
 Depletion: 1 in 1d20
 
-### COIL OF ENDLESS ROPE
+##### COIL OF ENDLESS ROPE
 
 Level: 1d6
 
@@ -20584,7 +20580,7 @@
 
 Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
 
-### CROWN OF EYES
+##### CROWN OF EYES
 
 Level: 1d6
 
@@ -20597,7 +20593,7 @@
 
 Depletion: 1 in 1d100
 
-### CROWN OF THE MIND
+##### CROWN OF THE MIND
 
 Level: 1d6
 
@@ -20610,7 +20606,7 @@
 
 Depletion: —
 
-### CRYSTAL BALL
+##### CRYSTAL BALL
 
 Level: 1d6 + 3
 
@@ -20650,7 +20646,7 @@
 An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
 against a directly harmful mental spell.
 
-### DEATH'S SCYTHE
+##### DEATH'S SCYTHE
 
 Level: 1d6 + 4
 
@@ -20666,7 +20662,7 @@
 
 Death manifestation: level 7
 
-### DEMONFLESH
+##### DEMONFLESH
 
 Level: 1d6 + 1
 
@@ -20684,7 +20680,7 @@
 
 To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
 
-### DEMONIC RUNE BLADE
+##### DEMONIC RUNE BLADE
 
 Level: 1d6 + 4
 
@@ -20705,7 +20701,7 @@
 Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
 abilities can be recharged if it kills an "innocent" creature)
 
-### DRAGONTONGUE WEAPON
+##### DRAGONTONGUE WEAPON
 
 Level: 1d6 + 2
 
@@ -20718,7 +20714,7 @@
 
 Depletion: 1 in 1d100
 
-### DRAGONTOOTH SOLDIERS
+##### DRAGONTOOTH SOLDIERS
 
 Level: 1d6 + 1
 
@@ -20733,7 +20729,7 @@
 Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
 spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
 
-### ELFBLADE
+##### ELFBLADE
 
 Level: 1d6 + 3
 
@@ -20744,7 +20740,7 @@
 sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
 are within 300 feet (90 m). Depletion: —
 
-### ENCHANTED ARMOR L
+##### ENCHANTED ARMOR L
 
 evel: 1d6 + 3
 
@@ -20761,7 +20757,7 @@
 
 Depletion: —
 
-### EXPLODING ARROW
+##### EXPLODING ARROW
 
 Level: 1d6
 
@@ -20783,7 +20779,7 @@
 
 An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
 
-### EXPLORER'S GLOVES
+##### EXPLORER'S GLOVES
 
 Level: 1d6
 
@@ -20794,7 +20790,7 @@
 
 Depletion: 1 in 1d20
 
-### FALCON CLOAK
+##### FALCON CLOAK
 
 Level: 1d6
 
@@ -20808,7 +20804,7 @@
 Most magic items that turn a character into a different creature make it difficult to use any of the character's special
 abilities (other than skills) in that form.
 
-### FLYING CARPET
+##### FLYING CARPET
 
 Level: 1d6 + 1
 
@@ -20819,7 +20815,7 @@
 
 Depletion: 1 in 1d20
 
-### GHOSTLY ARMOR
+##### GHOSTLY ARMOR
 
 Level: 1d6 + 3
 
@@ -20839,7 +20835,7 @@
 
 To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
 
-### GLOVES OF AGILITY
+##### GLOVES OF AGILITY
 
 Level: 1d6
 
@@ -20852,7 +20848,7 @@
 
 Depletion: —
 
-### GRUELMAKER
+##### GRUELMAKER
 
 Level: 1d6
 
@@ -20863,7 +20859,7 @@
 
 Depletion: 1 in 1d10
 
-### GUARDIAN IDOL
+##### GUARDIAN IDOL
 
 Level: 1d6 + 3
 
@@ -20877,7 +20873,7 @@
 twenty-four hours or until it has made one hundred attacks, whichever comes first.
 Depletion: Automatic
 
-### HAND OF GLORY
+##### HAND OF GLORY
 
 Level: 1d6 + 3
 
@@ -20892,7 +20888,7 @@
 
 Depletion: 1 in 1d20
 
-### HELM OF WATER BREATHING
+##### HELM OF WATER BREATHING
 
 Level: 1d6
 
@@ -20901,7 +20897,7 @@
 
 Depletion: 1–2 in 1d100 (check each day)
 
-### HORN OF THUNDER
+##### HORN OF THUNDER
 
 Level: 1d6 + 4
 
@@ -20914,7 +20910,7 @@
 
 Depletion: 1 in 1d10
 
-### INSTANT LADDER
+##### INSTANT LADDER
 
 Level: 1d6
 
@@ -20928,7 +20924,7 @@
 A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
 sequence to expand or collapse it.
 
-### LIGHTNING HAMMER
+##### LIGHTNING HAMMER
 
 Level: 1d6 + 2
 
@@ -20941,7 +20937,7 @@
 
 Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
 
-### MASTERCRAFT ARMOR
+##### MASTERCRAFT ARMOR
 
 Level: 1d6
 
@@ -20951,7 +20947,7 @@
 
 Depletion: —
 
-### MASTERCRAFT WEAPON
+##### MASTERCRAFT WEAPON
 
 Level: 1d6
 
@@ -20965,7 +20961,7 @@
 or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
 Equipment, page 34.
 
-### MINDSHIELD HELMET
+##### MINDSHIELD HELMET
 
 Level: 1d6 + 2
 
@@ -20976,7 +20972,7 @@
 
 Depletion: —
 
-### NECROMANTIC WAND
+##### NECROMANTIC WAND
 
 Level: 1d6 + 4
 
@@ -20991,7 +20987,7 @@
 
 Depletion: 1 in 1d10
 
-### PACK OF STORAGE
+##### PACK OF STORAGE
 
 Level: 1d6 + 1
 
@@ -21004,7 +21000,7 @@
 Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
 pack)
 
-### POISONER'S TOUCH
+##### POISONER'S TOUCH
 
 Level: 1d6 + 1
 
@@ -21017,7 +21013,7 @@
 
 Depletion: 1 in 1d10
 
-### PROTECTION AMULET
+##### PROTECTION AMULET
 
 Level: 1d6
 
@@ -21035,7 +21031,7 @@
 
 Depletion: 1 in 1d6 (check each time the amulet reduces damage)
 
-### RING OF DRAGON'S FLIGHT
+##### RING OF DRAGON'S FLIGHT
 
 Level: 1d6 + 2
 
@@ -21046,7 +21042,7 @@
 
 Depletion: 1 in 1d10
 
-### RING OF FALL FLOURISHING
+##### RING OF FALL FLOURISHING
 
 Level: 1d6
 
@@ -21056,7 +21052,7 @@
 
 Depletion: 1 in 1d100
 
-### RING OF INVISIBILITY
+##### RING OF INVISIBILITY
 
 Level: 1d6
 
@@ -21067,7 +21063,7 @@
 
 Depletion: 1 in 1d20
 
-### RING OF WISHES
+##### RING OF WISHES
 
 Level: 1d6 + 4
 
@@ -21079,7 +21075,7 @@
 
 Depletion: 1–3 in 1d6
 
-### SHIELD OF TWO SKIES
+##### SHIELD OF TWO SKIES
 
 Level: 1d6 + 2
 
@@ -21090,7 +21086,7 @@
 
 Depletion: 1 in 1d100
 
-### SKILL RING
+##### SKILL RING
 
 Level: 1d6
 
@@ -21101,7 +21097,7 @@
 
 Depletion: —
 
-### SMOOTH-STEPPING BOOTS
+##### SMOOTH-STEPPING BOOTS
 
 Level: 1d6 + 1
 
@@ -21113,7 +21109,7 @@
 
 Depletion: 1 in 1d100
 
-### SOUL-STEALING KNIFE
+##### SOUL-STEALING KNIFE
 
 Level: 1d6
 
@@ -21129,7 +21125,7 @@
 
 Depletion: 1 in 1d20 (check each activation)
 
-### SOULFLAYING WEAPON
+##### SOULFLAYING WEAPON
 
 Level: 1d6 + 1
 
@@ -21141,7 +21137,7 @@
 
 Depletion: 1 in 1d100
 
-### SOVEREIGN KEY
+##### SOVEREIGN KEY
 
 Level: 1d6 + 2
 
@@ -21153,7 +21149,7 @@
 
 Depletion: 1 in 1d10
 
-### SPELLBOOK OF THE AMBER MAGE
+##### SPELLBOOK OF THE AMBER MAGE
 
 Level: 1d6
 
@@ -21166,7 +21162,7 @@
 
 Depletion: 1 in 1d20
 
-### SPELLBOOK OF ELEMENTAL SUMMONING
+##### SPELLBOOK OF ELEMENTAL SUMMONING
 
 Level: 1d6 + 1
 
@@ -21178,7 +21174,7 @@
 
 Depletion: 1–3 in 1d20
 
-### STAFF OF BLACK IRON
+##### STAFF OF BLACK IRON
 
 Level: 1d6 + 2
 
@@ -21200,7 +21196,7 @@
 
 Depletion: 1 in 1d100
 
-### STAFF OF HEALING
+##### STAFF OF HEALING
 
 Level: 1d6 + 4
 
@@ -21212,7 +21208,7 @@
 
 Depletion: 1 in 1d10
 
-### STAFF OF THE PROPHET
+##### STAFF OF THE PROPHET
 
 Level: 1d6 + 2
 
@@ -21233,7 +21229,7 @@
 
 Depletion: 1 in 1d20
 
-### STORM SHACK
+##### STORM SHACK
 
 Level: 1d6 + 3
 
@@ -21248,7 +21244,7 @@
 
 Depletion: 1 in 1d100
 
-### TRAP RUNESTONE
+##### TRAP RUNESTONE
 
 Level: 1d6
 
@@ -21267,7 +21263,7 @@
 
 Depletion: Automatic
 
-### TUNNELING GAUNTLETS
+##### TUNNELING GAUNTLETS
 
 Level: 1d6 + 1
 
@@ -21280,7 +21276,7 @@
 
 Depletion: 1 in 1d20
 
-### VORPAL SWORD
+##### VORPAL SWORD
 
 Level: 1d6 + 3
 
@@ -21293,7 +21289,7 @@
 
 Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
 
-### WAND OF FIREBOLTS
+##### WAND OF FIREBOLTS
 
 Level: 1d6 + 2
 
@@ -21304,7 +21300,7 @@
 
 Depletion: 1 in 1d20
 
-### WAND OF SPIDER'S WEBBING
+##### WAND OF SPIDER'S WEBBING
 
 Level: 1d6 + 1
 
@@ -21318,7 +21314,7 @@
 
 Depletion: 1 in 1d20
 
-### WHISPERER IN THE ETHER
+##### WHISPERER IN THE ETHER
 
 Level: 1d6 + 1
 
@@ -21340,7 +21336,7 @@
 
 Depletion: 1 in 1d20 (check each day)
 
-### WITCH'S BROOM
+##### WITCH'S BROOM
 
 Level: 1d6 + 2
 
@@ -21355,7 +21351,7 @@
 
 Depletion: 1 in 1d20
 
-### FANTASY CHARACTER OPTIONS
+#### FANTASY CHARACTER OPTIONS
 
 In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
 with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
@@ -21502,7 +21498,7 @@
 
 - Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
 
-### PREPARED VS. SPONTANEOUS SPELLCASTING
+#### PREPARED VS. SPONTANEOUS SPELLCASTING
 
 Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
 and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
@@ -21510,9 +21506,11 @@
 selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
 Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
 
-### NEW FOCI
+#### NEW FOCI
 
-Takes Animal Shape: A shapechanger who can take the form of various animals.
+##### Takes Animal Shape
+
+A shapechanger who can take the form of various animals.
 
 Tier 1: Animal Shape
 
@@ -21528,7 +21526,9 @@
 
 Tier 6: Blurring Speed or Lend Animal Shape
 
-Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
+##### Uses Wild Magic
+
+A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
 
 Tier 1: Magical Repertoire
 
@@ -21544,7 +21544,9 @@
 
 Tier 6: Maximize Cypher or Wild Insight
 
-Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
+##### Walks the Wild Woods
+
+An adherent of nature magic who draws on the power and strength of trees.
 
 Tier 1: Wilderness Life
 
@@ -21560,7 +21562,9 @@
 
 Tier 6: Dreadwood or Restorative Bloom
 
-Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
+##### Wields an Enchanted Weapon
+
+One who channels magic through or from a weapon to create a unique fighting style.
 
 Tier 1: Enchanted Weapon
 
@@ -21578,7 +21582,7 @@
 
 Tier 6: Deadly Strike or Spin Attack
 
-### NEW ABILITIES
+#### NEW ABILITIES
 
 Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
 within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
@@ -21718,7 +21722,7 @@
 
 Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
 
-### FANTASY SPECIES
+#### FANTASY SPECIES
 
 For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
 additional options, which a player can choose for their character in place of their descriptor
@@ -21728,7 +21732,7 @@
 In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
 possibilities for how this might work.
 
-### CATFOLK
+##### CATFOLK
 
 You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
 nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
@@ -21754,7 +21758,7 @@
 
 4\. It seemed like a lark.
 
-### DRAGONFOLK
+##### DRAGONFOLK
 
 You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
 transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
@@ -21787,7 +21791,7 @@
 
 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
 
-### DWARF
+##### DWARF
 
 You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in
 which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen
@@ -21823,7 +21827,7 @@
 
 4\. Before dwarves settle down, they need to see the world.
 
-### ELF
+##### ELF
 
 You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the
 shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You
@@ -21859,7 +21863,7 @@
 
 4\. An adventure was in the offing, and you didn't want to be left behind.
 
-### GNOME
+##### GNOME
 
 You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
 smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
@@ -21892,7 +21896,7 @@
 
 4\. You owe one of the PCs a favor for a useful gift in the past.
 
-### HALF-GIANT
+##### HALF-GIANT
 
 You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely
 have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you
@@ -21922,7 +21926,7 @@
 
 4\. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.
 
-### HALFLING
+##### HALFLING
 
 Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
 and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
@@ -21955,7 +21959,7 @@
 
 4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
 
-### HELBORN
+##### HELBORN
 
 Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result
 of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to
@@ -21996,7 +22000,7 @@
 
 4\. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.
 
-### LIZARDFOLK
+##### LIZARDFOLK
 
 You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
 thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
@@ -22031,7 +22035,7 @@
 
 4\. You or your priest had a vision of you traveling with the other PCs.
 
-### OPTIONAL RULE: SPELLCASTING
+#### OPTIONAL RULE: SPELLCASTING
 
 Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar
 characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
@@ -22043,7 +22047,7 @@
 Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term
 benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.
 
-### FIRST SPELL
+##### FIRST SPELL
 
 Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC
 learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they
@@ -22064,7 +22068,7 @@
 concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool
 costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.
 
-### MORE SPELLS
+##### MORE SPELLS
 
 Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must
 spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's magical learning
@@ -22080,7 +22084,7 @@
 
 Otherwise, gaining and casting additional spells are as described for the character's first spell.
 
-### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
+##### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
 
 Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings,
 Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their
@@ -22109,7 +22113,7 @@
 ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
 prepared spell.)
 
-### FANTASY CREATURES AND NPCs BY LEVEL
+#### FANTASY CREATURES AND NPCs BY LEVEL
 
 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 against the opponent. In each entry, the target number for the creature is listed in
@@ -22208,7 +22212,7 @@
 
 \* Creature or NPC found in the Cypher System
 
-### BIGGER AND TOUGHER
+##### BIGGER AND TOUGHER
 
 If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
 the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
@@ -22216,7 +22220,7 @@
 
 A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
 
-### OTHER CREATURES AND NPCs FOR A FANTASY GAME
+##### OTHER CREATURES AND NPCs FOR A FANTASY GAME
 
 Bat: level 1
 
@@ -22338,7 +22342,7 @@
 city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some
 verisimilitude is nice.
 
-### MOLDING CHARACTERS FOR A MODERN GAME
+#### MOLDING CHARACTERS FOR A MODERN GAME
 
 If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
 Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind
@@ -22393,11 +22397,11 @@
 
 Worker: level 2; health 8
 
-### ADDITIONAL MODERN EQUIPMENT
+#### ADDITIONAL MODERN EQUIPMENT
 
 In a modern setting, the following items (and anything else appropriate to the real world) are usually available.
 
-### INEXPENSIVE ITEMS
+##### INEXPENSIVE ITEMS
 
 |                         |                                |
 |-------------------------|--------------------------------|
@@ -22411,7 +22415,7 @@
 | Padlock with keys       |                                |
 | Trail rations (1 day)   |                                |
 
-### MODERATELY PRICED ITEMS
+##### MODERATELY PRICED ITEMS
 
 |               |                                                                   |
 |---------------|-------------------------------------------------------------------|
@@ -22445,7 +22449,7 @@
 | Sleeping bag       |                                     |
 | Tent               |                                     |
 
-### EXPENSIVE ITEMS
+##### EXPENSIVE ITEMS
 
 |                |                               |
 |----------------|-------------------------------|
@@ -22472,7 +22476,7 @@
 | Smartphone                          |                         |
 | Straightjacket                      |                         |
 
-### VERY EXPENSIVE ITEMS
+##### VERY EXPENSIVE ITEMS
 
 |                |                                               |
 |----------------|-----------------------------------------------|
@@ -22495,7 +22499,7 @@
 | Used car     | Level 3                  |
 | Small boat   | Level 3                  |
 
-### EXORBITANT ITEMS
+##### EXORBITANT ITEMS
 
 |             |         |
 |-------------|---------|
@@ -22504,7 +22508,7 @@
 | Luxury car  | Level 5 |
 | Sports car  | Level 6 |
 
-### OPTIONAL RULE: HANDLING PCs AS CHILDREN
+#### OPTIONAL RULE: HANDLING PCs AS CHILDREN
 
 The regular character creation process makes fully competent, adult characters. To account for playing children, the GM
 could adopt this optional rule. First, the players make their characters normally, and then they apply the following
@@ -22512,7 +22516,7 @@
 childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games
 featuring PCs who are aged fourteen to seventeen.
 
-### AGE 9 TO 13
+##### AGE 9 TO 13
 
 Slight: –4 to your Might Pool.
 
@@ -22522,7 +22526,7 @@
 
 Inability: Tasks involving knowledge are hindered.
 
-### AGE 14 TO 17
+##### AGE 14 TO 17
 
 Youthful: –2 to your Might Pool.
 
@@ -22543,9 +22547,9 @@
 That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in
 what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.
 
-### ASSEMBLING A SCI-FI SETTING
+#### ASSEMBLING A SCI-FI SETTING
 
-### ESTABLISHING A TECHNOLOGY RATING
+#### ESTABLISHING A TECHNOLOGY RATING
 
 Every science fiction setting has an implicit level of advancement, which is the average degree of technological
 sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
@@ -22561,13 +22565,13 @@
 doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
 in a setting; breaking the established rules (for a good reason) often leads to interesting results.
 
-### COSMIC SET PIECES AND OPTIONAL RULES
+#### COSMIC SET PIECES AND OPTIONAL RULES
 
 This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
 on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
 realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
 
-### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
+#### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
 
 Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to
 reach out and catch yourself.
@@ -22591,14 +22595,12 @@
 exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
 character.)
 
-### OPTIONAL RULES FOR SCIENCE FICTION
-
-### SPACE HAZARDS
+#### SPACE HAZARDS
 
 A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
 more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
 
-### GRAVITY WELL
+#### GRAVITY WELL
 
 All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
 hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
@@ -22614,7 +22616,7 @@
 Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
 the craft to expend additional power to get free (power it may or may not have)
 
-### BLACK HOLE
+#### BLACK HOLE
 
 Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
 couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
@@ -22638,7 +22640,7 @@
 from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
 post-singularity AI or ancient ultra.
 
-### RADIATION BELT/SOLAR FLARE
+#### RADIATION BELT/SOLAR FLARE
 
 Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
 causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
@@ -22652,7 +22654,7 @@
 single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
 the damage track for each day they fail a Might defense roll until they expire.
 
-### ASTEROID/DEBRIS FIELD
+#### ASTEROID/DEBRIS FIELD
 
 Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
 to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
@@ -22669,7 +22671,7 @@
 spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
 spin, then slide into the cramped space.
 
-### OPTIONAL RULES: HARDER SCIENCE FICTION
+#### OPTIONAL RULES: HARDER SCIENCE FICTION
 
 Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
 This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
@@ -22700,7 +22702,7 @@
 Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
 reach to very-long range.
 
-### VOID RULES
+#### VOID RULES
 
 The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
 gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
@@ -22732,13 +22734,13 @@
 decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
 situation.
 
-### EFFECTS OF VACUUM
+#### EFFECTS OF VACUUM
 
 In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
 at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
 during that time, they can be revived. If not, they die
 
-### VACUUM GM INTRUSIONS
+##### VACUUM GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                                                   |
 |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -22749,7 +22751,7 @@
 | 05  | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn.                                                                                                                                                                                                    |
 | 06  | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored.                                                                                                                                                                                              |
 
-### SPACE SUITS ARE FALLIBLE
+#### SPACE SUITS ARE FALLIBLE
 
 Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
 that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
@@ -22757,7 +22759,7 @@
 a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
 and by being able to maintain a higher internal pressure than soft suits.
 
-### SPACE SUITS GM INTRUSIONS
+##### SPACE SUITS GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                   |
 |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -22768,7 +22770,7 @@
 | 05  | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
 | 06  | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock.                                                                                                                                                        |
 
-### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
+#### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
 
 In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
 only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
@@ -22782,7 +22784,7 @@
 or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
 speeds. Normally.
 
-### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
+##### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                                   |
 |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -22793,7 +22795,7 @@
 | 05  | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.                                        |
 | 06  | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received                                                                                                                                                                                  |
 
-### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
+#### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
 
 In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
 radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
@@ -22802,7 +22804,7 @@
 returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
 parasite could also do them in.
 
-### SPACE HEALTH HAZARD GM INTRUSIONS
+##### SPACE HEALTH HAZARD GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                         |
 |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -22813,14 +22815,14 @@
 | 05  | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
 | 06  | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough.                                                                                       |
 
-### MOVING IN MICROGRAVITY
+#### MOVING IN MICROGRAVITY
 
 Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
 at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
 or dangerous is happening simultaneously that routine movements through a ship or station become potentially
 problematic.
 
-### MOVING IN MICROGRAVITY GM INTRUSIONS
+##### MOVING IN MICROGRAVITY GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                         |
 |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -22831,7 +22833,7 @@
 | 05  | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump.                                                                                                                                                                 |
 | 06  | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump.                                                                             |
 
-### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
+#### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
 
 When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
 the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
@@ -22872,35 +22874,35 @@
 
 The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
 
-### BASE COMBAT TASK MODIFIERS
+##### BASE COMBAT TASK MODIFIERS
 
 The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
 easing a PC's roll. Track each change in effective level on the space combat status tracker
 
-### SPACECRAFT LEVEL DIFFERENCE
+##### SPACECRAFT LEVEL DIFFERENCE
 
 Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
 in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
 lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
 modification.
 
-### MISMATCHED TECH RATING
+##### MISMATCHED TECH RATING
 
 It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
 larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
 effective level of the higher-rated vehicle by two steps.
 
-### VEHICLE COORDINATION
+##### VEHICLE COORDINATION
 If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
 coordinate, the attack is eased by two steps.
 
-### SUPERIOR SHIP SYSTEMS
+##### SUPERIOR SHIP SYSTEMS
 
 Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
 a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
 tasks if that specific system is involved.
 
-### REDLINE MANEUVER
+##### REDLINE MANEUVER
 
 When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
 maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
@@ -22944,7 +22946,7 @@
 
 If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
 
-### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
+##### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
 
 A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
 spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
@@ -22954,7 +22956,7 @@
 systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
 are 2 levels higher than their own
 
-### BRIDGE COMBAT
+##### BRIDGE COMBAT
 
 If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
 system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
@@ -22978,7 +22980,7 @@
 shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
 station.
 
-### WEAPONS
+##### WEAPONS
 
 A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
 crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
@@ -22988,7 +22990,7 @@
 Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
 from.
 
-### WEAPON SYSTEM GM INTRUSIONS
+###### WEAPON SYSTEM GM INTRUSIONS
 
 | d6  | GM Intrusions (Choose Best Option)                                                                         |
 |-----|------------------------------------------------------------------------------------------------------------|
@@ -22999,7 +23001,7 @@
 | 05  | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
 | 06  | Weapon melts to slag, must be replaced at a shipyard.                                                      |
 
-### PILOTING
+##### PILOTING
 
 Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
 crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
@@ -23013,7 +23015,7 @@
 character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
 hull or shields, so there's no significant damage.
 
-### PILOTING SYSTEM GM INTRUSIONS
+###### PILOTING SYSTEM GM INTRUSIONS
 
 | d6  | GM Intrusions                                                                                                                                   |
 |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -23024,7 +23026,7 @@
 | 05  | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair.      |
 | 06  | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
 
-### SCIENCE AND ENGINEERING
+##### SCIENCE AND ENGINEERING
 
 A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
 each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
@@ -23033,7 +23035,7 @@
 Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
 options to choose from.
 
-### PILOTING SYSTEM GM INTRUSIONS
+###### PILOTING SYSTEM GM INTRUSIONS
 
 | d6  | GM Intrusions                                                                                                                                                                                                |
 |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -23044,14 +23046,14 @@
 | 05  | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired.                                                                                                          |
 | 06  | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.  |
 
-### OPTIONAL: COMMAND
+##### OPTIONAL: COMMAND
 
 Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
 the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
 captain commanding someone else to do something can't redline; it would be up to the person who received the command
 whether to try to redline or not, and to face any GM intrusion consequences.
 
-### BRIDGE COMBAT AT THE TABLE
+##### BRIDGE COMBAT AT THE TABLE
 
 Running a combat using these extended rules is straightforward.
 
@@ -23080,7 +23082,7 @@
 enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
 will be close enough to begin attacking, and let the combat flow
 
-### VEHICLES FIGHTING CREATURES
+##### VEHICLES FIGHTING CREATURES
 
 Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
 vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
@@ -23098,7 +23100,7 @@
 character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
 of damage.
 
-### PC WEAPON SYSTEM OPTIONS
+##### PC WEAPON SYSTEM OPTIONS
 
 All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
 
@@ -23113,7 +23115,7 @@
 | Coordinate fire                  | –           | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
 | Redline attack                   | –           | Overcharge weapons, ricochet shot, or some other risky gamble                                                                                           |
 
-### PC PILOTING SYSTEM OPTIONS
+##### PC PILOTING SYSTEM OPTIONS
 
 All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
 
@@ -23128,7 +23130,7 @@
 | Fly in formation    | –           | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task                                             |
 | Redline maneuver    | –           | Spinning, flying through a dangerous region, or some other gamble                                                                                                    |
 
-### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
+##### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
 
 All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
 
@@ -23143,7 +23145,7 @@
 | Effect repair                | –         | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage.  |
 | Redline science/engineering  | –         | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit                                                                                                                                                       |
 
-### SALVAGE FROM A SPACECRAFT
+#### SALVAGE FROM A SPACECRAFT
 
 If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
 encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
@@ -23164,7 +23166,7 @@
 | 09  | GM-selected robot, advanced tech rating (variable)                           |
 | 10  | GM-selected armament, advanced tech rating (variable)                        |
 
-### SHIP COLLISION DAMAGE TRACK
+#### SHIP COLLISION DAMAGE TRACK
 
 | Number of Collisions | Effect                                                                                                                                                     |
 |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -23175,7 +23177,7 @@
 | 9                    | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage                                    |
 | 10                   | Spacecraft is completely destroyed                                                                                                                         |
 
-### FTL INSTABILITY
+#### FTL INSTABILITY
 
 Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
 sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
@@ -23203,7 +23205,7 @@
 as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
 creating/falling into a spatial anomaly.
 
-### SPATIAL ANOMALY
+#### SPATIAL ANOMALY
 
 Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
 spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
@@ -23215,12 +23217,12 @@
 spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
 so
 
-### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
+#### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
 
 Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
 four categories: Weak, Sim, Strong, and Post-singularity.
 
-### WEAK AI
+##### WEAK AI
 
 Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
 focused on very narrow tasks, such as playing chess.
@@ -23233,7 +23235,7 @@
 
 Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
 
-### SIM AI
+##### SIM AI
 
 Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
 understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
@@ -23246,7 +23248,7 @@
 
 Sim AI: level equal to the ship, station, or installation in which it is installed
 
-### STRONG AI
+##### STRONG AI
 
 Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
 way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
@@ -23259,7 +23261,7 @@
 Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
 Intelligence on page 115
 
-### POST- SINGULARITY
+##### POST- SINGULARITY
 
 Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
 generation immediately designed an even more advanced third generation, and so on from there. This iterating
@@ -23281,7 +23283,7 @@
 
 Post-singularity AI: : level 10; see godmind
 
-### ANCIENT ULTRAS
+#### ANCIENT ULTRAS
 
 Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
 aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
@@ -23291,7 +23293,7 @@
 Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
 at all.
 
-### KARDASHEV SCALE
+#### KARDASHEV SCALE
 Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
 despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
 accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
@@ -23301,7 +23303,7 @@
 its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
 manipulation of the universe (Type IV) and even the multiverse (Type V).
 
-### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
+#### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
 
 |                |                                           |
 |----------------|-------------------------------------------|
@@ -23326,7 +23328,7 @@
 
 Physical laborer: level 2; health 8
 
-### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
+#### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
 
 The most important element of each creature is its level. You use the level to determine the target number a PC must
 reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
@@ -23366,7 +23368,7 @@
 | 10    | Godmind               | Fantastic   |
 | 10    | Omworwar              | Fantastic   |
 
-### ADDITIONAL SCIENCE FICTION EQUIPMENT
+#### ADDITIONAL SCIENCE FICTION EQUIPMENT
 
 In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
 
@@ -23378,14 +23380,14 @@
 Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
 presented in this chapter are dedicated to those that a single character can carry and use.
 
-### VARIABLE COST BY TECH RATING
+##### VARIABLE COST BY TECH RATING
 
 Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
 one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
 
 Note, however, that inexpensive items do not become free; they remain inexpensive.
 
-### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
+##### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
 
 When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
 choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
@@ -23394,25 +23396,25 @@
 
 • Characters may not choose weapons in the exorbitant or priceless price category.
 
-### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
+##### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
 
 Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
 price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
 but rather cheaply made objects.
 
-### EQUIPMENT POWER
+##### EQUIPMENT POWER
 
 For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
 ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
 a clutch situation.
 
-### CUSTOMIZING EQUIPMENT
+##### CUSTOMIZING EQUIPMENT
 
 Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
 space available, isn't an option. However, a representative cross section is provided. If you're looking for something
 that isn't noted, look for something close and adapt the listing
 
-### INEXPENSIVE ITEMS
+##### INEXPENSIVE ITEMS
 
 |                        |              |
 |------------------------|--------------|
@@ -23426,7 +23428,7 @@
 | Flashlight               |       |
 | Survival rations (1 day) |       |
 
-Moderately Priced ITEMS
+##### Moderately Priced ITEMS
 
 |                    |                                                                                                              |
 |--------------------|--------------------------------------------------------------------------------------------------------------|
@@ -23460,7 +23462,7 @@
 | Rope                | Nylon, 50 feet                      |
 | Sleeping bag        |                                     |
 
-### EXPENSIVE ITEMS
+##### EXPENSIVE ITEMS
 
 |                |                                                                                       |
 |----------------|---------------------------------------------------------------------------------------|
@@ -23485,7 +23487,7 @@
 | Environment suit                    | Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures |
 | Wrist computer                      | Asset for most knowledge-based tasks                                          |
 
-Very EXPENSIVE ITEMS
+##### Very EXPENSIVE ITEMS
 
 |                     |                                              |
 |---------------------|----------------------------------------------|
@@ -23510,7 +23512,7 @@
 | Jetpack           | Level 4                                                                                     |
 | Stealthsuit       | Asset for stealth tasks                                                                     |
 
-Exhorbitant ITEMS
+##### Exhorbitant ITEMS
 
 |              |                                                                                          |
 |--------------|------------------------------------------------------------------------------------------|
@@ -23529,18 +23531,16 @@
 | Robot servant   | Level 3 |
 | Small spaceship | Level 4 |
 
-### EQUIPMENT LISTING
-
-### COMMUNICATION
+#### COMMUNICATION EQUIPMENT
 
-### LIGHTSPEED COMMUNICATION DELAYS
+##### LIGHTSPEED COMMUNICATION DELAYS
 
 For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
 system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
 delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
 between those two locations. Double times for two-way communication
 
-### LIGHT DELAY TABLE
+##### LIGHT DELAY TABLE
 
 | Location          | AU   | Light Delay |
 |-------------------|------|-------------|
@@ -23560,9 +23560,9 @@
 | Outer Oort Cloud  | 100k | 19 months   |
 | Proxima Centauri  | 269k | 4.2 years   |
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Smartphone
+###### Smartphone
 
 Level 2 (6)
 
@@ -23572,7 +23572,7 @@
 and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
 bright light within immediate range. Subject to running out of charge or breaking.
 
-Computer/Laptop
+###### Computer/Laptop
 
 Level 3 (9)
 
@@ -23580,7 +23580,7 @@
 
 A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
 
-Satellite phone
+###### Satellite phone
 
 Level 4 (12)
 
@@ -23589,9 +23589,9 @@
 As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
 providing planetary range.
 
-### ADVANCED
+##### ADVANCED
 
-Communicator, badge/ring
+###### Communicator, badge/ring
 
 level 3 (9)
 
@@ -23604,7 +23604,7 @@
 
 A communicator badge in the form of ring is often referred to as a data-ring.
 
-AR glasses
+###### AR glasses
 
 level 4 (12)
 
@@ -23614,7 +23614,7 @@
 communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
 functions. Can be worn inside a space suit helmet or incorporated directly into one.
 
-AR contacts
+###### AR contacts
 
 level 4 (12)
 
@@ -23622,7 +23622,7 @@
 
 As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
 
-Courier
+###### Courier
 
 level 5 (15)
 
@@ -23632,7 +23632,7 @@
 radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
 A courier must be launched in a micro-gravity environment.
 
-Laser array
+###### Laser array
 
 level 5 (15)
 
@@ -23641,7 +23641,7 @@
 traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
 tasks using it are hindered).
 
-Graser array
+###### Graser array
 
  level 5 (15)
 
@@ -23650,9 +23650,9 @@
 As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
 planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
 
-### FANTASTIC
+##### FANTASTIC
 
-Mind's eye
+###### Mind's eye
 
 level 4 (12)
 
@@ -23662,7 +23662,7 @@
 memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
 granting an asset on all tasks the user attempts to control or moderate their own reactions.
 
-Ansible
+###### Ansible
 
 level 6 (18)
 
@@ -23671,14 +23671,14 @@
 A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
 allows instantaneous communication between two points even across interstellar distances.
 
-### SENSE-ENHANCING TOOLS
+#### SENSE-ENHANCING TOOLS
 
 Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
 the mind's eye implant.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Binoculars
+###### Binoculars
 
 level 2 (6)
 
@@ -23686,7 +23686,7 @@
 
 Provides an asset for perception tasks at range.
 
-Camera, surveillance
+###### Camera, surveillance
 
 level 3 (9)
 
@@ -23695,7 +23695,7 @@
 Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
 date; includes microphone and ability to have conversation through camera speakers.
 
-Microscope
+###### Microscope
 
 level 3 (9)
 
@@ -23704,7 +23704,7 @@
 Provides an asset to any research task where small-scale perception could provide additional information, though
 analysis requires several hours or more.
 
-Nightvision goggles
+###### Nightvision goggles
 
 level 3 (9)
 
@@ -23712,7 +23712,7 @@
 
 Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
 
-Analysis apparatus
+###### Analysis apparatus
 
 level 4 (12)
 
@@ -23722,9 +23722,9 @@
 columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
 analysis task where perception could provide additional information, though analysis requires several hours or more.
 
-### ADVANCED
+##### ADVANCED
 
-Hand scanner
+###### Hand scanner
 
 level 4 (12)
 
@@ -23732,7 +23732,7 @@
 
 Smartphone-like device customized for analysis; provides an asset for identifying tasks.
 
-White noise generator
+###### White noise generator
 
 level 5 (15)
 
@@ -23741,7 +23741,7 @@
 Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
 tasks within short range by five steps.
 
-Lab-on-a-chip
+###### Lab-on-a-chip
 
 level 5 (15)
 
@@ -23750,7 +23750,7 @@
 Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
 small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
 
-Research drone
+###### Research drone
 
 level 4 (12)
 
@@ -23760,7 +23760,7 @@
 audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
 Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
 
-Tactile drone
+###### Tactile drone
 
 level 4 (12)
 
@@ -23770,9 +23770,9 @@
 controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
 of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
 
-### FANTASTIC
+##### FANTASTIC
 
-Multicorder
+###### Multicorder
 
 level 5 (15)
 
@@ -23785,7 +23785,7 @@
 An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
 in effect providing one more level of Effort than what was paid for
 
-Probe drone
+###### Probe drone
 
 level 6 (18)
 
@@ -23795,7 +23795,7 @@
 gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
 has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
 
-Sonic toolgrip
+###### Sonic toolgrip
 
 level 6 (18)
 
@@ -23806,14 +23806,14 @@
 tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
 nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
 
-### APPAREL & ARMOR
+#### APPAREL & ARMOR
 
 Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
 footwear suitable to their environment. CONTEMP
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Cold weather gear
+###### Cold weather gear
 
 level 3 (9)
 
@@ -23822,7 +23822,7 @@
 Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
 for several hours at temperatures down to –90 degrees C (–130 degrees F).
 
-Elegant clothes
+###### Elegant clothes
 
 level 3 (9)
 
@@ -23830,7 +23830,7 @@
 
 Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
 
-SCUBA gear
+###### SCUBA gear
 
 level 4 (12)
 
@@ -23839,15 +23839,15 @@
 Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
 normal Earth atmosphere) of up to 40 m (130 feet)
 
-### CONTEMPORARY ARMOR
+##### CONTEMPORARY ARMOR
 
-Leather jacket
+###### Leather jacket
 
 level 2 (6)
 
 Moderate Functions as light armor (+1 Armor).
 
-Kevlar vest
+###### Kevlar vest
 
 level 3 (9)
 
@@ -23855,7 +23855,7 @@
 
 Functions as medium armor (+2 Armor).
 
-Military body armor, light
+###### Military body armor, light
 
 level 4 (12)
 
@@ -23863,7 +23863,7 @@
 
 Functions as medium armor (+2 Armor), encumbers as light armor.
 
-Military body armor
+###### Military body armor
 
 level 4 (12)
 
@@ -23874,9 +23874,9 @@
 Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
 of armor at a time, but you can have many sources of Armor, theoretically.
 
-### ADVANCED
+##### ADVANCED
 
-Safesuit, space
+###### Safesuit, space
 
 level 2 (6)
 
@@ -23887,7 +23887,7 @@
 physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
 triggers a GM intrusion, the suit tears.
 
-Breather
+###### Breather
 
 level 2 (6)
 
@@ -23897,7 +23897,7 @@
 breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
 of action before the full effects of vacuum begin dropping them on the damage track.
 
-Exoskin, grav-assist
+###### Exoskin, grav-assist
 
 level 3 (9)
 
@@ -23906,7 +23906,7 @@
 Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
 Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
 
-Shipboots
+###### Shipboots
 
 level 3 (9)
 
@@ -23915,7 +23915,7 @@
 Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
 by those acting in zero-gravity conditions.
 
-Pressure suit
+###### Pressure suit
 
 level 3 (9)
 
@@ -23924,7 +23924,7 @@
 A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
 found on Mars. Some come integrated with breathers (at double the cost).
 
-Exoskin, brute
+###### Exoskin, brute
 
 level 4 (12)
 
@@ -23932,7 +23932,7 @@
 
 As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
 
-Exoskin, reactive
+###### Exoskin, reactive
 
 level 4 (12)
 
@@ -23940,7 +23940,7 @@
 
 As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
 
-Space suit
+###### Space suit
 
 level 4 (12)
 
@@ -23953,7 +23953,7 @@
 
 "Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
 
-Stealthsuit
+###### Stealthsuit
 
 level 4 (12)
 
@@ -23961,7 +23961,7 @@
 
 Provides two assets to stealth tasks.
 
-Swimsuit, hydrodynamic
+###### Swimsuit, hydrodynamic
 
 level 4 (12)
 
@@ -23970,7 +23970,7 @@
 Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
 provides two free levels of Effort to swimming tasks.
 
-Space suit, deluxe
+###### Space suit, deluxe
 
 level 5 (15)
 
@@ -24001,7 +24001,7 @@
 
 Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
 
-Body armor, lightweight
+###### Body armor, lightweight
 
 level 4 (12)
 
@@ -24009,7 +24009,7 @@
 
 Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
 
-Paint-on impact armor
+###### Paint-on impact armor
 
 level 5 (15)
 
@@ -24018,7 +24018,7 @@
 Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
 minutes; each applicator depletes 1 in 1d10 uses.
 
-Battlesuit
+###### Battlesuit
 
 level 5 (15)
 
@@ -24026,7 +24026,7 @@
 
 Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
 
-Holobit
+###### Holobit
 
 level 5 (15)
 
@@ -24034,7 +24034,7 @@
 
 Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
 
-Battlesuit, deluxe
+###### Battlesuit, deluxe
 
 level 6 (18)
 
@@ -24044,9 +24044,9 @@
 Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
 isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
 
-### FANTASTIC
+##### FANTASTIC
 
-Breather, vacuum
+###### Breather, vacuum
 
 level 3 (9)
 
@@ -24055,7 +24055,7 @@
 Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
 poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
 
-Bounding boots
+###### Bounding boots
 
 level 4 (12)
 
@@ -24064,7 +24064,7 @@
 Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
 any height safely if prepared for the descent.
 
-Cloak, chameleon
+###### Cloak, chameleon
 
 level 5 (15)
 
@@ -24076,9 +24076,9 @@
 An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
 in effect providing one more level of Effort than what was paid for.
 
-### FANTASTIC ARMOR
+##### FANTASTIC ARMOR
 
-Force field, quick
+###### Force field, quick
 
 level 4 (12)
 
@@ -24087,7 +24087,7 @@
 Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
 Once used, must be recharged for several hours.
 
-Cloak, impact
+###### Cloak, impact
 
 level 5 (15)
 
@@ -24096,14 +24096,14 @@
 Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
 strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
 
-Cloak, reflective
+###### Cloak, reflective
 
 level 6 (18)
 
 Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
 task.
 
-Battle armor
+###### Battle armor
 
 level 6 (18)
 
@@ -24115,7 +24115,7 @@
 
 their Might Pool.
 
-Force field, omni
+###### Force field, omni
 
 level 6 (18)
 
@@ -24125,7 +24125,7 @@
 field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
 they can see through the field normally).
 
-Kinetic ring
+###### Kinetic ring
 
 level 6 (18)
 
@@ -24137,7 +24137,7 @@
 
 against the attack.
 
-Gun armor
+###### Gun armor
 
 level 6 (18)
 
@@ -24150,11 +24150,11 @@
 
 triggered, result in friendly fire).
 
-### UTILITY GEAR
+#### UTILITY GEAR
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Duct tape roll
+###### Duct tape roll
 
 level 1 (3)
 
@@ -24164,7 +24164,7 @@
 
 and much more.
 
-Flashlight
+###### Flashlight
 
 level 1 (3)
 
@@ -24172,7 +24172,7 @@
 
 Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
 
-Padlock with keys
+###### Padlock with keys
 
 level 3 (9)
 
@@ -24180,7 +24180,7 @@
 
 Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
 
-Backpack
+###### Backpack
 
 level 2 (6)
 
@@ -24188,7 +24188,7 @@
 
 A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
 
-Bolt cutters
+###### Bolt cutters
 
 level 3 (9)
 
@@ -24196,7 +24196,7 @@
 
 Enables and eases tasks to cut through metal bars.
 
-Climbing gear
+###### Climbing gear
 
 level 3 (9)
 
@@ -24204,7 +24204,7 @@
 
 Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
 
-Crowbar
+###### Crowbar
 
 level 3 (9)
 
@@ -24212,7 +24212,7 @@
 
 Enables and eases tasks to force open stuck or barred doors.
 
-Electric lantern
+###### Electric lantern
 
 level 3 (9)
 
@@ -24220,7 +24220,7 @@
 
 Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
 
-Lockpick set
+###### Lockpick set
 
 level 3 (9)
 
@@ -24228,7 +24228,7 @@
 
 Asset to picking mechanical locks.
 
-Restraint
+###### Restraint
 
 level 3 (9)
 
@@ -24237,7 +24237,7 @@
 Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
 Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
 
-Sleeping bag
+###### Sleeping bag
 
 level 3 (9)
 
@@ -24245,7 +24245,7 @@
 
 Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
 
-Tent
+###### Tent
 
 level 3 (9)
 
@@ -24253,7 +24253,7 @@
 
 Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
 
-Tools, general
+###### Tools, general
 
 level 3 (9)
 
@@ -24261,7 +24261,7 @@
 
 All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
 
-Tools, specialized
+###### Tools, specialized
 
 level 3 (9)
 
@@ -24273,7 +24273,7 @@
 
 suited for.
 
-Disguise kit
+###### Disguise kit
 
 level 3 (9)
 
@@ -24283,9 +24283,9 @@
 
 few minutes but grants an asset to tasks related to disguise and impersonation.
 
-### ADVANCED
+##### ADVANCED
 
-Everlight
+###### Everlight
 
 level 3 (9)
 
@@ -24294,7 +24294,7 @@
 As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
 arbitrary lengths of time.
 
-Tent, environment
+###### Tent, environment
 
 level 3 (9)
 
@@ -24303,7 +24303,7 @@
 As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
 taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
 
-Repair tape roll
+###### Repair tape roll
 
 level 4 (12)
 
@@ -24312,7 +24312,7 @@
 As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
 tape and taping things together. Each roll has about ten uses.
 
-Self-extending rope
+###### Self-extending rope
 
 level 4 (12)
 
@@ -24320,7 +24320,7 @@
 
 Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
 
-Surelock
+###### Surelock
 
 level 5 (15)
 
@@ -24329,7 +24329,7 @@
 As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
 pick or otherwise open the lock are hindered by three steps.
 
-Lock infiltrator
+###### Lock infiltrator
 
 level 5 (15)
 
@@ -24338,7 +24338,7 @@
 Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
 (including a surelock).
 
-Exo-hand
+###### Exo-hand
 
 level 5 (15)
 
@@ -24349,7 +24349,7 @@
 their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
 steps.
 
-Fusion battery
+###### Fusion battery
 
 level 5 (15)
 
@@ -24359,7 +24359,7 @@
 power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
 requirements.
 
-Fusion torch
+###### Fusion torch
 
 level 5 (15)
 
@@ -24367,7 +24367,7 @@
 
 Cuts through substances of up to level 9 after a few rounds of application.
 
-4D printer
+###### 4D printer
 
 level 5 (15)
 
@@ -24379,9 +24379,9 @@
 supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
 amount of material that must otherwise be carried.
 
-### FANTASTIC
+##### FANTASTIC
 
-Carryall pack
+###### Carryall pack
 
 level 5 (15)
 
@@ -24390,7 +24390,7 @@
 As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
 the carryall pack's 60 cm (2 foot) diameter mouth.
 
-Gravity regulator
+###### Gravity regulator
 
 level 5 (15)
 
@@ -24398,7 +24398,7 @@
 
 Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
 
-Molecular joiner
+###### Molecular joiner
 
 level 5 (15)
 
@@ -24407,7 +24407,7 @@
 Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
 seamless bond stronger than even the most advanced glue.
 
-Programmable suitcase
+###### Programmable suitcase
 
 level 6 (18)
 
@@ -24417,21 +24417,21 @@
 object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
 replicated object can be converted back to its base state as a separate action.
 
-### HEALTH CARE AND NUTRITION
+#### HEALTH CARE AND NUTRITION
 
 Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
 injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
 robotic healing kits or automated hospital devices.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Trail rations (1 day)
+###### Trail rations (1 day)
 
 level 1 (3)
 
 Inexpensive
 
-First aid kit
+###### First aid kit
 
 level 2 (6)
 
@@ -24439,7 +24439,7 @@
 
 Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
 
-Military-grade field dressing
+###### Military-grade field dressing
 
 level 3 (9)
 
@@ -24448,9 +24448,9 @@
 Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
 step of the damage track if damage was due to a wound.
 
-### ADVANCED
+##### ADVANCED
 
-Cold sober
+###### Cold sober
 
 level 2 (6)
 
@@ -24459,7 +24459,7 @@
 Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
 alcohol processing, leaving a user sober and free of a hangover within ten minutes.
 
-Instabulb, coffee
+###### Instabulb, coffee
 
 level 3 (9)
 
@@ -24468,7 +24468,7 @@
 Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
 beverages can be had in the same form factor, suitable for travel and drinking in zero G.
 
-Mega bar
+###### Mega bar
 
 level 3 (9)
 
@@ -24476,7 +24476,7 @@
 
 As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
 
-Serum, remedial
+###### Serum, remedial
 
 level 3 (9)
 
@@ -24487,7 +24487,7 @@
 in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
 benefit of relieving hangover symptoms.
 
-Serum, space-fit
+###### Serum, space-fit
 
 level 4 (12)
 
@@ -24497,7 +24497,7 @@
 and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
 muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
 
-Serum, acceleration
+###### Serum, acceleration
 
 level 4 (12)
 
@@ -24508,7 +24508,7 @@
 high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
 to all these outcomes.
 
-Serum, antivenom
+###### Serum, antivenom
 
 level 4 (12)
 
@@ -24517,7 +24517,7 @@
 As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
 provides similar poison resistance for one day.
 
-Sleep set
+###### Sleep set
 
 level 4 (12)
 
@@ -24528,7 +24528,7 @@
 loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
 rested after each use.
 
-Transplant, organ or limb
+###### Transplant, organ or limb
 
 level 4 (12)
 
@@ -24538,7 +24538,7 @@
 become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
 limbs initially hinders all physical tasks attempted using it for several weeks.
 
-Autodoc, mobile
+###### Autodoc, mobile
 
 level 4 (12)
 
@@ -24548,7 +24548,7 @@
 types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
 refilled as an expensive cost.)
 
-Hibernation pod
+###### Hibernation pod
 
 level 4 (12)
 
@@ -24559,7 +24559,7 @@
 Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
 but increases by +1 every few hundred years that pass.
 
-Omnichair
+###### Omnichair
 
 level 4 (12)
 
@@ -24571,7 +24571,7 @@
 expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
 need.
 
-Autodoc
+###### Autodoc
 
 level 5 (15)
 
@@ -24581,9 +24581,9 @@
 recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
 the most minor of treatments.
 
-### FANTASTIC
+##### FANTASTIC
 
-Nano tab, general
+###### Nano tab, general
 
 level 4 (12)
 
@@ -24593,7 +24593,7 @@
 pills are usually designed for health interventions, though some also provide additional physical benefits. A
 general-use nano tab adds 1 to all recovery rolls made by user for one day.
 
-Nano tab, rejuvenator
+###### Nano tab, rejuvenator
 
 level 5 (15)
 
@@ -24601,7 +24601,7 @@
 
 As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
 
-Stasis pod
+###### Stasis pod
 
 level 5 (15)
 
@@ -24609,7 +24609,7 @@
 
 As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
 
-Nano tab, acceleration
+###### Nano tab, acceleration
 
 level 6 (18)
 
@@ -24617,7 +24617,7 @@
 
 As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
 
-Nano tab, space-fit
+###### Nano tab, space-fit
 
 level 6 (18)
 
@@ -24625,7 +24625,7 @@
 
 As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
 
-Nano tab, immolating
+###### Nano tab, immolating
 
 level 7 (21)
 
@@ -24635,10 +24635,11 @@
 effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
 solar standard month.
 
-### ROBOTS & AI
+#### ROBOTS & AI
 
-### CONTEMPORARY
-Electronic assistant
+##### CONTEMPORARY
+
+###### Electronic assistant
 
 level 2 (6)
 
@@ -24648,7 +24649,7 @@
 Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
 door locks, furnaces, music speakers, and more.
 
-House robot
+###### House robot
 
 level 3 (9)
 
@@ -24657,7 +24658,7 @@
 Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
 embodied electronic assistants with some mobility, such as Jibo.
 
-PackBot
+###### PackBot
 
 level 3 (9)
 
@@ -24667,7 +24668,7 @@
 would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
 and operate in all-weather conditions.
 
-Surveillance drone
+###### Surveillance drone
 
 level 3 (9)
 
@@ -24677,9 +24678,9 @@
 controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
 12 points of damage and drop unprotected targets two steps on the damage track.
 
-### ADVANCED
+##### ADVANCED
 
-Auton
+###### Auton
 
  level 1 (3)
 
@@ -24693,7 +24694,7 @@
 microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
 allows the auton modifications in one task.
 
-Auton, aide
+###### Auton, aide
 
 level 2 (6)
 
@@ -24701,7 +24702,7 @@
 
 Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
 
-Auton, medical
+###### Auton, medical
 
 level 2 (6)
 
@@ -24709,7 +24710,7 @@
 
 As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
 
-Auton, defense
+###### Auton, defense
 
 level 2 (6)
 
@@ -24718,7 +24719,7 @@
 As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
 attack, the target eases the task by two steps. A defense auton also has 3 Armor.
 
-Auton, military drone
+###### Auton, military drone
 
 level 2 (6)
 
@@ -24726,7 +24727,7 @@
 
 As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
 
-Auton, warrior
+###### Auton, warrior
 
 level 2 (6)
 
@@ -24736,7 +24737,7 @@
 eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
 melee weapon that inflicts 5 points of damage.
 
-Shipmind
+###### Shipmind
 
 level 3 (9)
 
@@ -24748,8 +24749,9 @@
 installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
 tasks at the level of the ship in which it is installed.
 
-### FANTASTIC
-Synth
+##### FANTASTIC
+
+###### Synth
 
 level 3 (9)
 
@@ -24762,7 +24764,7 @@
 follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
 synths have 2 Armor and regain 1 point of lost health per round if damaged.
 
-Synth, companion
+###### Synth, companion
 
 level 4 (12)
 
@@ -24770,7 +24772,7 @@
 
 As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
 
-Synth, free
+###### Synth, free
 
 level 5 (15)
 
@@ -24779,7 +24781,7 @@
 As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
 definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
 
-Wardroid
+###### Wardroid
 
 level 6 (18)
 
@@ -24788,7 +24790,7 @@
 As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
 additional customizations and abilities.
 
-Synth, infiltrator
+###### Synth, infiltrator
 
 level 7 (21)
 
@@ -24799,14 +24801,15 @@
 apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
 object.
 
-### RECREATION
+#### RECREATION
 
 Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
 happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
 interaction tasks and most Intellect tasks hindered unexpectedly.
 
-### CONTEMPORARY
-Book
+##### CONTEMPORARY
+
+###### Book
 
 level 2 (6)
 
@@ -24814,7 +24817,7 @@
 
 Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
 
-Card/tabletop/digital game
+###### Card/tabletop/digital game
 
 level 2 (6)
 
@@ -24822,7 +24825,7 @@
 
 Suitable for passing the time and building bonds between friends and strangers alike.
 
-Alcohol/drugs
+###### Alcohol/drugs
 
 level 2 (6)
 
@@ -24837,9 +24840,9 @@
 ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
 the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
 
-### ADVANCED
+##### ADVANCED
 
-Sidekick sphere
+###### Sidekick sphere
 
 level 2 (6)
 
@@ -24849,7 +24852,7 @@
 stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
 conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
 
-Tattoo, programmable
+###### Tattoo, programmable
 
 level 3 (9)
 
@@ -24859,9 +24862,9 @@
 skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
 any artistry at all is involved, may take a few days to complete.
 
-### FANTASTIC
+##### FANTASTIC
 
-Tattoo, living
+###### Tattoo, living
 
 level 3 (9)
 
@@ -24870,7 +24873,7 @@
 As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
 certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
 
-Pleasure bit
+###### Pleasure bit
 
 level 4 (12)
 
@@ -24880,11 +24883,11 @@
 ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
 put users back into their right minds gradually.
 
-### ARMAMENTS LISTING
+#### ARMAMENTS LISTING
 
 A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
 
-### ARMAMENT AMMUNITION & CHARGE
+##### ARMAMENT AMMUNITION & CHARGE
 
 Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
 exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
@@ -24899,9 +24902,9 @@
 
 Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Ammo (box of 50 rounds)
+###### Ammo (box of 50 rounds)
 
 level 1 (3)
 
@@ -24909,8 +24912,9 @@
 
 Caliber varies by specific firearm, used in most contemporary ranged weapons
 
-### ADVANCED/FANTASTIC
-Energy pack (50 shots)
+##### ADVANCED/FANTASTIC
+
+###### Energy pack (50 shots)
 
 level 1 (3)
 
@@ -24918,7 +24922,7 @@
 
 Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
 
-Smart rounds (box of 4 rounds)
+###### Smart rounds (box of 4 rounds)
 
 level 4 (12)
 
@@ -24932,14 +24936,14 @@
 A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
 the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
 
-### MELEE WEAPONS
+#### MELEE WEAPONS
 
 Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
 weapon. Most contemporary melee weapons rely on the strength of the wielder.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Knife, simple
+###### Knife, simple
 
 level 1 (3)
 
@@ -24947,7 +24951,7 @@
 
 Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
 
-Knife, hunting
+###### Knife, hunting
 
 level 2 (6)
 
@@ -24955,7 +24959,7 @@
 
 Light weapon (2 damage, difficulty of attack is eased).
 
-Machete
+###### Machete
 
 level 2 (6)
 
@@ -24963,7 +24967,7 @@
 
 Medium weapon (4 damage).
 
-Nightstick
+###### Nightstick
 
 level 2 (6)
 
@@ -24971,7 +24975,7 @@
 
 Medium weapon (4 damage).
 
-Broad sword, replica
+###### Broad sword, replica
 
 level 2 (6)
 
@@ -24979,7 +24983,7 @@
 
 Heavy weapon (6 damage, requires both hands to wield).
 
-Stun "gun"
+###### Stun "gun"
 
 level 3 (9)
 
@@ -24988,9 +24992,9 @@
 Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
 attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
 
-### ADVANCED
+##### ADVANCED
 
-Power fist
+###### Power fist
 
 level 3 (9)
 
@@ -24998,7 +25002,7 @@
 
 Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
 
-Stunstick
+###### Stunstick
 
 level 3 (9)
 
@@ -25007,7 +25011,7 @@
 Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
 fewer hit points, human-sized target or smaller loses their next turn).
 
-Mono-molecular blade
+###### Mono-molecular blade
 
 level 4 (12)
 
@@ -25016,7 +25020,7 @@
 Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
 difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
 
-Stunring
+###### Stunring
 
 level 4 (12)
 
@@ -25025,9 +25029,9 @@
 As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
 to use.
 
-### FANTASTIC
+##### FANTASTIC
 
-Plasma saber
+###### Plasma saber
 
 level 5 (15)
 
@@ -25037,14 +25041,14 @@
 either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
 target's Armor (except from force fields).
 
-### RANGED WEAPONS
+#### RANGED WEAPONS
 
 Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
 ranged weapon.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Bow
+###### Bow
 
 level 2 (6)
 
@@ -25052,7 +25056,7 @@
 
 Medium weapon (4 damage), long range.
 
-Hand grenade
+###### Hand grenade
 
 level 3 (9)
 
@@ -25063,7 +25067,7 @@
 In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
 connection.
 
-Rifle, low caliber
+###### Rifle, low caliber
 
 level 2 (6)
 
@@ -25071,7 +25075,7 @@
 
 Medium weapon but requires both hands (4 damage), long range.
 
-Handgun, light
+###### Handgun, light
 
 level 2 (6)
 
@@ -25079,7 +25083,7 @@
 
 Light weapon (2 damage, difficulty of attack is eased), short range.
 
-Handgun, medium
+###### Handgun, medium
 
 level 3 (9)
 
@@ -25087,7 +25091,7 @@
 
 Medium weapon (4 damage), long range.
 
-Shotgun
+###### Shotgun
 
  level 3 (9)
 
@@ -25095,7 +25099,7 @@
 
 Heavy weapon (6 damage, both hands), immediate range.
 
-Handgun, heavy
+###### Handgun, heavy
 
 level 3 (9)
 
@@ -25103,7 +25107,7 @@
 
 Heavy weapon (6 damage, both hands), long range.
 
-Rifle, assault
+###### Rifle, assault
 
 level 3 (9)
 
@@ -25112,7 +25116,7 @@
 Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
 Spray abilities.
 
-Rifle, heavy
+###### Rifle, heavy
 
 level 3 (9)
 
@@ -25120,7 +25124,7 @@
 
 Heavy weapon (6 damage, both hands), very long range.
 
-Submachine gun
+###### Submachine gun
 
 level 3 (9)
 
@@ -25129,7 +25133,7 @@
 Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
 abilities.
 
-Taser
+###### Taser
 
 level 3 (9)
 
@@ -25138,8 +25142,9 @@
 Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
 and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
 
-### ADVANCED
-Grenade, sonic
+##### ADVANCED
+
+###### Grenade, sonic
 
 level 4 (12)
 
@@ -25148,7 +25153,7 @@
 Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
 Might defense roll, targets lose their next turn.
 
-Grenade, thermite
+###### Grenade, thermite
 
 level 4 (12)
 
@@ -25157,7 +25162,7 @@
 Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
 Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
 
-Laser/photon pistol
+###### Laser/photon pistol
 
   level 3 (9)
 
@@ -25165,7 +25170,7 @@
 
 Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
 
-Needler/syringer
+###### Needler/syringer
 
 level 3 (9)
 
@@ -25174,7 +25179,7 @@
 Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
 Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
 
-Vacuum handgun, heavy
+###### Vacuum handgun, heavy
 
 level 3 (9)
 
@@ -25183,7 +25188,7 @@
 As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
 self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
 
-Vacuum rifle, assault
+###### Vacuum rifle, assault
 
   level 3 (9)
 
@@ -25192,7 +25197,7 @@
 As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
 self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
 
-Foam restraint rifle
+###### Foam restraint rifle
 
 level 4 (12)
 
@@ -25202,7 +25207,7 @@
 lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
 higher than the rifle's level can usually break free within one or two rounds.
 
-Laser/photon rifle
+###### Laser/photon rifle
 
 level 4 (12)
 
@@ -25210,7 +25215,7 @@
 
 Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
 
-Grapple gun
+###### Grapple gun
 
 level 4 (12)
 
@@ -25220,7 +25225,7 @@
 hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
 object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
 
-Laser/photon pulse rifle
+###### Laser/photon pulse rifle
 
 level 4 (12)
 
@@ -25229,7 +25234,7 @@
 Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
 with Spray or Arc Spray abilities.
 
-Rail gun
+###### Rail gun
 
 level 5 (15)
 
@@ -25238,9 +25243,9 @@
 Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
 damage, both hands), range is 3,050 m (10,000 feet).
 
-### FANTASTIC
+##### FANTASTIC
 
-Blaster, light
+###### Blaster, light
 
 level 4 (12)
 
@@ -25249,7 +25254,7 @@
 Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
 range. It ignores 1 point of Armor value (except from force fields).
 
-Blaster, medium
+###### Blaster, medium
 
 level 4 (12)
 
@@ -25258,7 +25263,7 @@
 Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
 Armor value (except from force fields).
 
-Plasma grenade
+###### Plasma grenade
 
 level 4 (12)
 
@@ -25267,7 +25272,7 @@
 Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
 descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
 
-Blaster, goggles
+###### Blaster, goggles
 
 level 4 (12)
 
@@ -25276,7 +25281,7 @@
 Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
 long range. It ignores 1 point of Armor value (except from force fields).
 
-Blaster, heavy
+###### Blaster, heavy
 
 level 5 (15)
 
@@ -25285,7 +25290,7 @@
 Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
 1 point of Armor value (except from force fields).
 
-Blaster, heavy rifle
+###### Blaster, heavy rifle
 
 level 5 (15)
 
@@ -25294,7 +25299,7 @@
 Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
 1 point of Armor value (except from force fields).
 
-Blaster, heavy pulse rifle
+###### Blaster, heavy pulse rifle
 
 level 5 (15)
 
@@ -25304,7 +25309,7 @@
 weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
 force fields).
 
-Blaster, cannon
+###### Blaster, cannon
 
 level 5 (15)
 
@@ -25314,18 +25319,21 @@
 weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
 Spray abilities. It ignores 2 points of Armor value (except from force fields).
 
-### BLASTER WEAPONS
+##### BLASTER WEAPONS
+
 Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
 weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
 the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
 
-### EQUIPMENT AND WEAPONS AS ARTIFACTS
+#### EQUIPMENT AND WEAPONS AS ARTIFACTS
 
 Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
 chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
 fantastic settings, opportunities to find especially unusual devices are everywhere.
 
-Dimensional Modulator
+##### EQUIPMENT
+
+###### Dimensional Modulator
 
 Level: 1d6 + 3
 
@@ -25339,7 +25347,7 @@
 
 Depletion: 1 in 1d10
 
-Metabolic Prod
+###### Metabolic Prod
 
 Level: 1d6 + 1
 
@@ -25361,7 +25369,7 @@
 
 Depletion: 1 in 1d20
 
-Probability Regulator
+###### Probability Regulator
 
 Level: 1d6 + 4
 
@@ -25375,7 +25383,7 @@
 
 Depletion: 1 × task difficulty in 1d20
 
-Steorraform
+###### Steorraform
 
 Level: 1d6 + 3
 
@@ -25389,7 +25397,7 @@
 
 Depletion: 1 × number of previous uses in 1d20
 
-### WEAPONS
+##### WEAPONS
 
 Artifacts that can be used as weapons, though some have other uses as well.
 
@@ -25398,7 +25406,7 @@
 their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
 categories, anyone can use an artifact weapon.
 
-Alpha Beam Projector
+###### Alpha Beam Projector
 
 Level: 1d6 + 3
 
@@ -25413,7 +25421,7 @@
 
 Depletion: 1 in 1d20
 
-Carbonizer
+###### Carbonizer
 
 Level: 1d6 + 3
 
@@ -25425,7 +25433,7 @@
 
 Depletion: 1 in 1d20
 
-Death Ray
+###### Death Ray
 
 Level: 1d6 + 3
 
@@ -25437,7 +25445,7 @@
 
 Depletion: 1 in 1d20
 
-Disintegration Beamer
+###### Disintegration Beamer
 
 Level: 1d6 + 2
 
@@ -25450,7 +25458,7 @@
 
 Depletion: 1 in 1d20
 
-Empathetic Ray
+###### Empathetic Ray
 
 Level: 1d6 + 2
 
@@ -25465,7 +25473,7 @@
 
 Depletion: 1 in 1d20
 
-### VEHICLES & SPACECRAFT
+#### VEHICLES & SPACECRAFT
 
 Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
 guidance here regarding "vehicles" also applies to spacecraft.
@@ -25476,24 +25484,24 @@
 spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
 referred to as a starship.
 
-### VARIABLE COST BY TECH RATING
+##### VARIABLE COST BY TECH RATING
 
 Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
 price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
 
-### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
+##### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
 
 As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
 possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
 rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
 power source, too.
 
-### PRICELESS PRICE CATEGORY
+##### PRICELESS PRICE CATEGORY
 
 A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
 similar entity appropriate to the setting, to acquire or build.
 
-### FIGHTING IN A VEHICLE
+##### FIGHTING IN A VEHICLE
 
 If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
 of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
@@ -25504,7 +25512,7 @@
 If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
 kinds of additional options.
 
-### DRIVERLESS VEHICLES
+##### DRIVERLESS VEHICLES
 
  If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
 are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
@@ -25514,7 +25522,7 @@
 control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
 are not subject to the task hindrance that more basic driverless vehicles suffer.
 
-### LOOKING FOR MORE VEHICLE OPTIONS
+##### LOOKING FOR MORE VEHICLE OPTIONS
 
  A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
 close and adapt the listing.
@@ -25522,18 +25530,17 @@
 Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
 obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
 
-### CUSTOMIZING VEHICLES
+##### CUSTOMIZING VEHICLES
+
 Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
 add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
 such an upgrade is very expensive to exorbitant.
 
-### PLANETARY VEHICLE LISTING
-
-### CYCLES
+#### CYCLES
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Motorcycle, dirt bike
+###### Motorcycle, dirt bike
 
 level 2 (6)
 
@@ -25543,7 +25550,7 @@
 passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
 wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
 
-Motorcycle, cruiser
+###### Motorcycle, cruiser
 
 level 3 (9)
 
@@ -25553,9 +25560,9 @@
 environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
 mph) during long-distance travel.
 
-### ADVANCED
+##### ADVANCED
 
-Motorcycle, battle
+###### Motorcycle, battle
 
 level 4 (12)
 
@@ -25567,7 +25574,7 @@
 surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
 long-distance travel.
 
-Motorcycle, omni-terrain
+###### Motorcycle, omni-terrain
 
 level 3 (9)
 
@@ -25579,7 +25586,7 @@
 eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
 during long-distance travel.
 
-Vacuum cycle
+###### Vacuum cycle
 
 level 4 (12)
 
@@ -25591,9 +25598,9 @@
 polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
 km/h (50 mph) during long-distance travel.
 
-### FANTASTIC
+##### FANTASTIC
 
-Hover speedster
+###### Hover speedster
 
 level 5 (15)
 
@@ -25604,7 +25611,7 @@
 terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
 distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
 
-Hard-light cycle
+###### Hard-light cycle
 
 level 5 (15)
 
@@ -25620,7 +25627,7 @@
 Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
 a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
 
-Hover speedster, battle
+###### Hover speedster, battle
 
 level 6 (18)
 
@@ -25629,7 +25636,7 @@
 As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
 deployable swivel long-range energy weapons that inflict 9 points of damage.
 
-Instant cycle
+###### Instant cycle
 
 Variable
 
@@ -25639,11 +25646,12 @@
 pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
 which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
 
-### CARS
+#### CARS
+
 Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
 1 in 1d100 (check per day used)
 
-### WHEELED VEHICLE GM INTRUSIONS
+##### WHEELED VEHICLE GM INTRUSIONS
 
 | d10 | Intrusion                                                                                                                       |
 |-----|---------------------------------------------------------------------------------------------------------------------------------|
@@ -25658,9 +25666,9 @@
 | 09  | Vehicle's brakes freezes.                                                                                                       |
 | 10  | Vehicle's tire unexpectedly blows out.                                                                                          |
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Car, used
+###### Car, used
 
 level 3 (9)
 
@@ -25670,7 +25678,7 @@
 additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
 round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
 
-Car, sedan
+###### Car, sedan
 
 level 4 (12)
 
@@ -25679,7 +25687,7 @@
 As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
 during extended trips.
 
-Car, sports
+###### Car, sports
 
 level 6 (18)
 
@@ -25691,7 +25699,7 @@
 related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
 extended trips.
 
-Car, utility
+###### Car, utility
 
 level 4 (12)
 
@@ -25702,9 +25710,9 @@
 truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
 long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
 
-### ADVANCED
+##### ADVANCED
 
-Hovercar
+###### Hovercar
 
 level 4
 
@@ -25715,7 +25723,7 @@
 over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
 long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
 
-Land ark
+###### Land ark
 
 level 5 (15)
 
@@ -25727,7 +25735,7 @@
 distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
 paved surfaces, though a land ark rarely finds roads).
 
-Land ark, battle
+###### Land ark, battle
 
 level 5 (15)
 
@@ -25735,7 +25743,7 @@
 
 As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
 
-Moon buggy
+###### Moon buggy
 
 level 4 (12)
 
@@ -25747,8 +25755,9 @@
 moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
 average of 64 km/h (40 mph) during long-distance travel.
 
-### FANTASTIC
-Car, flying
+##### FANTASTIC
+
+###### Car, flying
 
 level 5 (15)
 
@@ -25758,7 +25767,7 @@
 driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
 distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
 
-Car, smart
+###### Car, smart
 
 level 6 (18)
 
@@ -25768,9 +25777,9 @@
 prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
 power reserves remain intact).
 
-### AIRCRAFT
+#### AIRCRAFT
 
-### HOVERING AND FLYING VEHICLE GM INTRUSIONS
+##### HOVERING AND FLYING VEHICLE GM INTRUSIONS
 
 | d10 | Intrusion                                                                                              |
 |-----|--------------------------------------------------------------------------------------------------------|
@@ -25785,9 +25794,9 @@
 | 09  | Vehicle runs out of fuel or power while inflight                                                       |
 | 10  | Breach in airframe risks sucking pilot or passengers out to a long fall.                               |
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Airplane, basic
+###### Airplane, basic
 
 level 2 (6)
 
@@ -25797,7 +25806,7 @@
 environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
 km/h (140 mph) during extended trips.
 
-Helicopter
+###### Helicopter
 
 level 3 (9)
 
@@ -25807,7 +25816,7 @@
 environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
 trips.
 
-Fighter jet
+###### Fighter jet
 
 level 5 (15)
 
@@ -25817,8 +25826,9 @@
 Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
 during extended trips.
 
-### ADVANCED
-Cloud surfing board
+##### ADVANCED
+
+###### Cloud surfing board
 
 level 1 (3)
 
@@ -25828,7 +25838,7 @@
 succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
 it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
 
-Jetpack
+###### Jetpack
 
 level 2 (6)
 
@@ -25838,7 +25848,7 @@
 (requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
 during long-distance travel, though the pack must be refueled every 1000 miles.
 
-VTOL hyperjet
+###### VTOL hyperjet
 
 level 3 (9)
 
@@ -25849,7 +25859,7 @@
 maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
 distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
 
- VTOL stealthjet
+######VTOL stealthjet
 
 level 3 (9)
 
@@ -25857,7 +25867,7 @@
 
 As VTOL hyperjet, but with superior stealth instead of superior weapons.
 
-VTOL seawing
+###### VTOL seawing
 
 level 3 (9)
 
@@ -25866,7 +25876,7 @@
 As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
 a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
 
-Zeppelin, yacht
+###### Zeppelin, yacht
 
 level 3 (9)
 
@@ -25877,8 +25887,9 @@
 purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
 extended travel (half or double that depending on air conditions).
 
-### FANTASTIC
-Hoverboard
+##### FANTASTIC
+
+###### Hoverboard
 
 level 2 (6)
 
@@ -25888,7 +25899,7 @@
 Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
 Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
 
-Orb, personal
+###### Orb, personal
 
 level 2 (6)
 
@@ -25900,7 +25911,7 @@
 distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
 hours. Personal orbs are usually single-use transports.
 
-Hard-light jet
+###### Hard-light jet
 
 level 4 (12)
 
@@ -25911,7 +25922,7 @@
 steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
 (5,000 mph) during extended trips, and can even make low-orbit rendezvous.
 
-Teleportation disc
+###### Teleportation disc
 
 level 6 (18)
 
@@ -25921,9 +25932,9 @@
 on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
 between planets or even stars, like small versions of stellar gates.
 
-### SEACRAFT
+#### SEACRAFT
 
-### SEACRAFT GM INTRUSIONS
+##### SEACRAFT GM INTRUSIONS
 
 | d10 | Intrusion                                                                                                |
 |-----|----------------------------------------------------------------------------------------------------------|
@@ -25938,9 +25949,9 @@
 | 09  | Character(s) fall overboard.                                                                             |
 | 10  | Pirates! (Or at least people with bad intentions pull up on another boat.)                               |
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Jet ski
+###### Jet ski
 
 level 2 (6)
 
@@ -25949,7 +25960,7 @@
 A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
 distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
 
-Motorboat
+###### Motorboat
 
 level 2 (6)
 
@@ -25959,7 +25970,7 @@
 round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
 moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
 
-Motorboat, performance
+###### Motorboat, performance
 
 level 3 (9)
 
@@ -25967,7 +25978,7 @@
 
 As motorboat, but can reach speeds over 128 km/h (80 mph).
 
-Submersible, personal
+###### Submersible, personal
 
 level 3 (9)
 
@@ -25977,7 +25988,7 @@
 round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
 or manipulating the environment without customization.
 
-Yacht
+###### Yacht
 
 level 3 (9)
 
@@ -25988,7 +25999,7 @@
 to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
 movement rates in choppy water).
 
-Gunboat, fast attack craft
+###### Gunboat, fast attack craft
 
 level 4 (12)
 
@@ -26000,7 +26011,7 @@
 operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
 on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
 
-Submarine
+###### Submarine
 
 level 4 (12)
 
@@ -26011,7 +26022,8 @@
 a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
 operate.
 
-Warship, destroyer
+###### Warship, destroyer
+
 level 4 (12)
 
 Priceless
@@ -26022,8 +26034,9 @@
 each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
 central coordination to operate.
 
-### ADVANCED
-Sub, waterglide
+##### ADVANCED
+
+###### Sub, waterglide
 
 level 4 (12)
 
@@ -26032,7 +26045,7 @@
 As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
 very long distance each round or up to 370 km/h (230 mph) on extended trips.
 
-Yacht, hydroplane
+###### Yacht, hydroplane
 
 level 4 (12)
 
@@ -26041,7 +26054,7 @@
 As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
 capsizing.
 
-Submarine, supercavitation
+###### Submarine, supercavitation
 
 level 5 (15)
 
@@ -26050,9 +26063,9 @@
 As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
 distance each round or up to 370 km/h (230 mph) on extended trips.
 
-### FANTASTIC
+##### FANTASTIC
 
-Manta
+###### Manta
 
 level 6 (18)
 
@@ -26061,11 +26074,11 @@
 As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
 extended trips.
 
-### MECHS AND TANKS
+#### MECHS AND TANKS
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Tank
+###### Tank
 
  level 4 (12)
 
@@ -26075,9 +26088,9 @@
 treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
 to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
 
-### ADVANCED
+##### ADVANCED
 
-Mech, loader
+###### Mech, loader
 
 level 4 (12)
 
@@ -26087,7 +26100,7 @@
 lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
 hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
 
-Mech, infantry
+###### Mech, infantry
 
 level 4 (12)
 
@@ -26098,7 +26111,7 @@
 inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
 or up to 72 km/h (45 mph) on extended trips.
 
-Mech, interceptor
+###### Mech, interceptor
 
 level 4 (12)
 
@@ -26109,9 +26122,9 @@
 allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
 superior weapons, defense, or speed, but that doubles the cost.
 
-### FANTASTIC
+##### FANTASTIC
 
-Colossal battle mech
+###### Colossal battle mech
 
 level 6 (18)
 
@@ -26124,7 +26137,7 @@
 as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
 for brief periods.
 
-### SPACECRAFT LISTING
+#### SPACECRAFT LISTING
 
 Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
 capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
@@ -26136,7 +26149,7 @@
 spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
 hazards.
 
-### SPACECRAFT GM INTRUSIONS
+##### SPACECRAFT GM INTRUSIONS
 
 | d10 | Intrusion                                                                                                                                                                                                                                                                                                         |
 |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -26151,7 +26164,7 @@
 | 09  | External operations lead to a character being bucked off craft into empty space.                                                                                                                                                                                                                                  |
 | 10  | Environmental systems are compromised, requiring extensive overhaul to return to normal.                                                                                                                                                                                                                          |
 
-### SPACECRAFT UPKEEP
+##### SPACECRAFT UPKEEP
 
 Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
 of the spacecraft determines upkeep.
@@ -26164,9 +26177,9 @@
 | 8-9   | Exorbitant     |
 | 10    | Priceless      |
 
-### TRAVEL TIMES
+##### TRAVEL TIMES
 
-### SOLAR SYSTEM TRAVEL TIMES
+###### SOLAR SYSTEM TRAVEL TIMES
 
 | Origin        | Destination           | Travel Time– Nuclear Plasma |
 |---------------|-----------------------|-----------------------------|
@@ -26180,7 +26193,7 @@
 | Uranus        | Neptune               | 100 +1d20 days              |
 | Neptune       | Pluto                 | 100 +1d20 days              |
 
-### RETROFITTING POWER AND DRIVES
+##### RETROFITTING POWER AND DRIVES
 
 Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
 in order to give them the ability to move further. The main reason to do this is that such ships cost much less,
@@ -26188,7 +26201,7 @@
 rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
 of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
 
-### CONTEMPORARY POWER
+##### CONTEMPORARY POWER
 
 Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
 systems, including powering ion drives.
@@ -26198,7 +26211,7 @@
 sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
 of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
 
-### CONTEMPORARY DRIVES
+##### CONTEMPORARY DRIVES
 
 Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
 the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
@@ -26209,15 +26222,15 @@
 ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
 around the solar system, if perfected.
 
-### ADVANCED
+##### ADVANCED
 
-### ADVANCED POWER
+###### ADVANCED POWER
 
 Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
 for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
 system without an atmosphere).
 
-### ADVANCED DRIVES
+###### ADVANCED DRIVES
 
 Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
 version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
@@ -26226,9 +26239,9 @@
 thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
 the fusion product as an exhaust to provide thrust.
 
-### FANTASTIC
+##### FANTASTIC
 
-### FANTASTIC POWER
+###### FANTASTIC POWER
 
 Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
 explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
@@ -26242,7 +26255,7 @@
 zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
 initial resources required to build the generator.
 
-### FANTASTIC DRIVES
+###### FANTASTIC DRIVES
 
 Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
 starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
@@ -26267,7 +26280,7 @@
 minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
 matter the distance traveled, or the objective time noted by external observers.
 
-### PIONEER-ERA SPACECRAFT
+#### PIONEER-ERA SPACECRAFT
 
 Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
 still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
@@ -26277,9 +26290,9 @@
 trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
 don't have weapon systems.
 
-### CONTEMPORARY
+##### CONTEMPORARY
 
-Space Capsule
+###### Space Capsule
 
 level 1 (3)
 
@@ -26291,7 +26304,7 @@
 of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
 water for recovery by watercraft.
 
-Rocket, heavy-lift launch
+###### Rocket, heavy-lift launch
 
 level 2 (6)
 
@@ -26303,7 +26316,7 @@
 launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
 pads where they can be refurbished and refueled.
 
-Shuttle, launch
+###### Shuttle, launch
 
 level 3 (9)
 
@@ -26314,20 +26327,22 @@
 on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
 process of many months and another priceless expenditure in cost.
 
-### TORPEDOS IN SPACE COMBAT
+#### TORPEDOS IN SPACE COMBAT
 
 Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
 accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
 still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
 
-### SPACECRAFT
+##### SPACECRAFT
+
 Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
 system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
 advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
 crew and cargo.
 
-### ADVANCED
-Wafercraft, exploration
+##### ADVANCED
+
+###### Wafercraft, exploration
 
 level 1 (3)
 
@@ -26338,7 +26353,7 @@
 encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
 of months (but decades in objective time).
 
-Microcapsule
+###### Microcapsule
 
 level 2 (6)
 
@@ -26348,7 +26363,7 @@
 usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
 construction tasks without exiting the vehicle.
 
-Microcapsule, fighter (dart)
+###### Microcapsule, fighter (dart)
 
 level 1 (3)
 
@@ -26356,7 +26371,7 @@
 
 As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
 
-Spacecraft, racer
+###### Spacecraft, racer
 
 level 1 (3)
 
@@ -26366,7 +26381,7 @@
 cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
 interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
 
-Spacecraft, freighter
+###### Spacecraft, freighter
 
 level 2 (6)
 
@@ -26377,7 +26392,7 @@
 all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
 propulsion. Can land and take off from low-gravity moons and dwarf planets.
 
-Spaceplane
+###### Spaceplane
 
 level 2 (6)
 
@@ -26387,7 +26402,7 @@
 in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
 external network of controllers.
 
-Spaceplane, combat (claw)
+###### Spaceplane, combat (claw)
 
 level 2 (6)
 
@@ -26397,7 +26412,7 @@
 torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
 of transport.
 
-Spacecraft, solar sail
+###### Spacecraft, solar sail
 
 level 2 (6)
 
@@ -26408,7 +26423,7 @@
 last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
 land or ascend from a planetary surface.
 
-Spacecraft, dragonfly class
+###### Spacecraft, dragonfly class
 
 level 3 (9)
 
@@ -26420,7 +26435,7 @@
 quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
 system.
 
-Spacecraft, exploration class
+###### Spacecraft, exploration class
 
 level 4 (12)
 
@@ -26430,7 +26445,7 @@
 exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
 situ analysis.
 
-Spacecraft, corvette class
+###### Spacecraft, corvette class
 
 level 4 (12)
 
@@ -26441,7 +26456,7 @@
 torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
 with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
 
-Spacecraft, destroyer class
+###### Spacecraft, destroyer class
 
 level 5 (15)
 
@@ -26450,7 +26465,7 @@
 fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
 microcapsule fighters (darts).
 
-Spacecraft, dreadnought
+###### Spacecraft, dreadnought
 
 level 5 (15)
 
@@ -26461,7 +26476,7 @@
 against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
 spaceplanes.
 
-Skyhook
+###### Skyhook
 
 level 6 (18)
 
@@ -26472,7 +26487,7 @@
 the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
 decelerate and safely de-orbit other payloads in the same way.
 
-Space elevator
+###### Space elevator
 
 level 7 (21)
 
@@ -26482,7 +26497,7 @@
 access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
 essentially geostationary orbit.
 
-### STARSHIPS
+#### STARSHIPS
 
 Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
 ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
@@ -26491,9 +26506,9 @@
 Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
 are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
 
-### FANTASTIC
+##### FANTASTIC
 
-Dagger fighter
+###### Dagger fighter
 
 level 1 (3)
 
@@ -26503,7 +26518,7 @@
 between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
 as a capital class starship with suitable docking bays.
 
-Starship, cargo/passenger
+###### Starship, cargo/passenger
 
 level 2 (6)
 
@@ -26513,7 +26528,7 @@
 starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
 and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
 
-Starship, solo fighter
+###### Starship, solo fighter
 
 level 2 (6)
 
@@ -26522,7 +26537,7 @@
 A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
 travel.
 
-Starship, general purpose
+###### Starship, general purpose
 
 level 3 (9)
 
@@ -26533,7 +26548,7 @@
 operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
 as a particle cannon.
 
-Starship, discovery class
+###### Starship, discovery class
 
 level 5 (15)
 
@@ -26545,7 +26560,7 @@
 of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
 sufficient resources, granting it superior weapons.
 
-Starship, warship class
+###### Starship, warship class
 
 level 5 (15)
 
@@ -26555,7 +26570,7 @@
 easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
 systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
 
-Starship, capital class
+###### Starship, capital class
 
 level 7 (21)
 
@@ -26565,7 +26580,7 @@
 include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
 squadrons of fifteen dagger fighter starships.
 
-Starship, omega class
+###### Starship, omega class
 
 level 10 (30)
 
@@ -26575,14 +26590,16 @@
 weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
 surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
 
-### STELLAR GATE
+#### STELLAR GATE
+
 Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
 complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
 dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
 rating, no matter how small.
 
-### FANTASTIC
-Gate, planetary
+##### FANTASTIC
+
+###### Gate, planetary
 
 level 3 (9)
 
@@ -26594,7 +26611,7 @@
 is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
 to support each new wormhole opening.
 
-Gate, interplanetary
+###### Gate, interplanetary
 
 level 4 (12)
 
@@ -26603,7 +26620,7 @@
 As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
 system.
 
-Gate, star
+###### Gate, star
 
 level 5 (15)
 
@@ -26612,7 +26629,7 @@
 As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
 light-years.
 
-Gate, galactic
+###### Gate, galactic
 
 level 6 (18)
 
@@ -26621,7 +26638,7 @@
 As planetary gate, but six times as large and connects gate structures that lie between locations within a single
 galaxy.
 
-Gate, intergalactic
+###### Gate, intergalactic
 
 level 7 (21)
 
@@ -26630,7 +26647,7 @@
 As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
 across the entire breadth of the universe.
 
-Gate, interdimensional
+###### Gate, interdimensional
 
 level 7 (21)
 
@@ -26638,16 +26655,17 @@
 
 As planetary gate, but connects gate structures that lie in alternate dimensions.
 
-### SPACE-TIME VEHICLES
+#### SPACE-TIME VEHICLES
+
 Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
 rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
 limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
 they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
 in 1d20.
 
-### FANTASTIC
+##### FANTASTIC
 
-Car, temporal/dimensional
+###### Car, temporal/dimensional
 
 level 7 (21)
 
@@ -26656,7 +26674,7 @@
 As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
 Enormous power requirements require recharge period of several days between each use.
 
-Matrix, temporal
+###### Matrix, temporal
 
 level 8 (24)
 
@@ -26666,7 +26684,7 @@
 locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
 by the pilot. Enormous power requirements require recharge period of several days between each use.
 
-### VEHICLES AS ARTIFACTS
+#### VEHICLES AS ARTIFACTS
 
 Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
 chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
@@ -26674,7 +26692,7 @@
 
 A couple of examples of such artifacts are presented here.
 
-### GATE RING
+##### GATE RING
 
 Level: 1d6 + 4
 
@@ -26688,7 +26706,7 @@
 
 Depletion: Automatic (if gate is formed)
 
-### FRACTAL TRAVELER
+##### FRACTAL TRAVELER
 
 Level: 1d6 + 4
 
@@ -26702,7 +26720,7 @@
 
 Depletion: 1 in 1d6
 
-### STARSHIPS
+#### STARSHIPS
 
 Here are a few sample starship types:
 
@@ -26724,7 +26742,7 @@
 fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should
 try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)
 
-### EFFECTS OF GRAVITY
+##### EFFECTS OF GRAVITY
 
 In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on
 spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.
@@ -26752,16 +26770,14 @@
 Zero Gravity: It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
 gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.
 
-### EFFECTS OF VACUUM
+##### EFFECTS OF VACUUM
 
 Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
 character moves one step down the damage track each round. However, at the point where they should die, they instead
 fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not,
 they die.
 
-### TRAVELING THE SOLAR SYSTEM
-
-### AND ORBITAL MECHANICS
+##### TRAVELING THE SOLAR SYSTEM AND ORBITAL MECHANICS
 
 In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on
 planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple,
@@ -26818,13 +26834,13 @@
 </tbody>
 </table>
 
-### SCIENCE FICTION ARTIFACTS
+#### SCIENCE FICTION ARTIFACTS
 
 Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
 widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
 not have spread everywhere.
 
-### AMBER CASEMENT
+##### AMBER CASEMENT
 
 Level: 1d6 + 4
 
@@ -26835,7 +26851,7 @@
 
 Depletion: 1–4 in 1d6
 
-### METABOLISM BUD
+##### METABOLISM BUD
 
 Level: 1d6
 
@@ -26847,7 +26863,7 @@
 
 Depletion: —
 
-### MIND IMAGER
+##### MIND IMAGER
 
 Level: 1d6 + 2
 
@@ -26857,7 +26873,7 @@
 
 Depletion: 1 in 1d20
 
-### PSYCHIC CRYSTAL
+##### PSYCHIC CRYSTAL
 
 Level: 1d6 + 4
 
@@ -26869,7 +26885,7 @@
 
 Depletion: 1 in 1d10
 
-### REPAIR SPHERE
+##### REPAIR SPHERE
 
 Level: 1d6 + 2
 
@@ -26885,12 +26901,12 @@
 
 Depletion: 1 in 1d100
 
-Science Fiction SPECIES DESCRIPTORS
+#### Science Fiction SPECIES DESCRIPTORS
 
 In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from
 humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.
 
-### ARTIFICIALLY INTELLIGENT
+##### ARTIFICIALLY INTELLIGENT
 
 You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there
 may be many like you, depending on the setting.
@@ -26927,7 +26943,7 @@
 Uncanny Valley: You have a hard time relating to organic beings, and they don't react well to you. All positive
 interaction tasks with such beings are hindered by two steps.
 
-### QUINTAR
+##### QUINTAR
 
 You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands
 end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when
@@ -26947,7 +26963,7 @@
 
 Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).
 
-### OPTIONAL RULE: PSIONICS
+#### OPTIONAL RULE: PSIONICS
 
 Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
 and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
@@ -26956,14 +26972,14 @@
 Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
 in the Cypher System Rulebook.
 
-### LATENT PSIONICS
+##### LATENT PSIONICS
 
 Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
 purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
 psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
 stick with the one.
 
-### FIRST PSI ABILITY
+##### FIRST PSI ABILITY
 
 Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
 how the character unlocked it.
@@ -26982,7 +26998,7 @@
 deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
 costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
 
-### MORE PSI ABILITIES
+##### MORE PSI ABILITIES
 
 Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
 time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
@@ -26993,7 +27009,7 @@
 character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
 high-tier ability.
 
-### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
+##### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
 
 Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
 and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
@@ -27011,14 +27027,14 @@
 tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
 a fresh mind, and must be done soon after a ten-hour recovery.
 
-### MORE POWERFUL PSIONICS
+##### MORE POWERFUL PSIONICS
 
 As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
 treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
 Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
 lots of time); instead, the user simply pays their Pool costs to use them.
 
-### OPTIONAL RULE: POSTHUMAN UPGRADES
+#### OPTIONAL RULE: POSTHUMAN UPGRADES
 
 Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
 significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
@@ -27026,7 +27042,7 @@
 go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
 level of characters.
 
-### INTRODUCING UPGRADES TO YOUR SETTING
+##### INTRODUCING UPGRADES TO YOUR SETTING
 
 You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
 "free," mechanically speaking. After that, you might decide that that's enough and they're done.
@@ -27061,7 +27077,7 @@
 
  • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
 
-### POSTHUMAN PACKAGES
+##### POSTHUMAN PACKAGES
 
 Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
 your PCs gain.
@@ -27086,7 +27102,7 @@
 Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
 the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
 
-### POSTHUMAN POWER SHIFTS
+##### POSTHUMAN POWER SHIFTS
 
 A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
 
