--- _tmp/ccsrd.md	2025-05-31 01:17:48.667198000 -0500
+++ _tmp/ccsrd.new.md	2025-06-03 08:10:12.187027069 -0500
@@ -27279,7 +27281,7 @@
 
 And so on.
 
-### SUGGESTED TYPES FOR A SUPERHERO GAME
+#### SUGGESTED TYPES FOR A SUPERHERO GAME
 
 |                      |                                           |
 |----------------------|-------------------------------------------|
@@ -27297,7 +27299,7 @@
 | Mentalist            | Adept                                     |
 | Psychic ninja        | Warrior with magic flavor                 |
 
-Basic CREATURES AND NPCs FOR A SUPERHERO GAME
+#### Basic CREATURES AND NPCs FOR A SUPERHERO GAME
 
 Dog, guard: level 3, attacks and perception as level 4
 
@@ -27313,12 +27315,12 @@
 
 Worker: level 2; health 8
 
-### ADDITIONAL SUPERHERO EQUIPMENT
+#### ADDITIONAL SUPERHERO EQUIPMENT
 
 Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
 "equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
 
-### OPTIONAL RULE: POWER SHIFTS
+#### OPTIONAL RULE: POWER SHIFTS
 
 Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
 trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
@@ -27366,7 +27368,7 @@
 street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
 start.
 
-### SUPERPOWERED NPCs AND POWER SHIFTS
+##### SUPERPOWERED NPCs AND POWER SHIFTS
 
 NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
 is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
@@ -27378,7 +27380,7 @@
 
 Typical NPC supers get three power shifts. Exceptional ones usually have five.
 
-### REALLY IMPOSSIBLE TASKS
+#### REALLY IMPOSSIBLE TASKS
 
 In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
 "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
@@ -27393,13 +27395,13 @@
 would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
 (level 14); or a space monster the size of the moon (level 15).
 
-### SUPERHERO ARTIFACTS
+#### SUPERHERO ARTIFACTS
 
 Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
 machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
 stories. A few examples are below.
 
-### DARKEST BOOK
+##### DARKEST BOOK
 
 Level: 10
 
@@ -27423,7 +27425,7 @@
 
 Depletion: —
 
-### DOCTOR DREAD'S TIME PORTAL
+##### DOCTOR DREAD'S TIME PORTAL
 
 Level: 9
 
@@ -27434,7 +27436,7 @@
 
 Depletion: 1 in 1d20
 
-### OMNI ORB
+##### OMNI ORB
 
 Level: 1d6 + 4
 
@@ -27455,7 +27457,7 @@
 and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
 transporting a group of PCs 100 miles is probably within the orb's power
 
-### SERUM X
+##### SERUM X
 
 Level: 1d6 + 2
 
@@ -27467,7 +27469,7 @@
 
 Depletion: Automatic
 
-### SPACE RING
+##### SPACE RING
 
 Level: 1d6 + 1
 
@@ -27482,7 +27484,7 @@
 
 Depletion: 1 in 1d100 (check each day of flying)
 
-### STELLAREX CRYSTAL
+##### STELLAREX CRYSTAL
 
 Level: 1d6 + 4
 
@@ -27494,11 +27496,9 @@
 
 Depletion: 1–3 in 1d10
 
-### GAMING WITH SUPERPOWERS
-
-### BUILDING A SUPERHERO
+#### BUILDING A SUPERHERO
 
-### POPULAR HEROES IN THE CYPHER SYSTEM
+##### POPULAR HEROES IN THE CYPHER SYSTEM
 
 | Character       | Summary                                 | Sentence                                           | Archetype             |
 |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
@@ -27541,7 +27541,7 @@
 In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
 them fit your character.
 
-### POWER SOURCE
+##### POWER SOURCE
 As you're figuring out what type, descriptor, focus, and power shifts you want for
 
 your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
@@ -27554,7 +27554,7 @@
 If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
 on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
 
-### POWER ORIGIN TABLE
+##### POWER ORIGIN TABLE
 
 | d100  | Origin                                                        |
 |-------|---------------------------------------------------------------|
@@ -27615,14 +27615,14 @@
 
 Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
 
-### STARTING JUST PAST TIER 1
+##### STARTING JUST PAST TIER 1
 
 An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
 on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
 superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
 the character they want to play.
 
-### RANDOM SUPERPOWERS
+##### RANDOM SUPERPOWERS
 
 The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
 for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
@@ -27694,12 +27694,12 @@
 | 98    | Weapon               | Bearer of the item                             |
 | 99-00 | Weapon master        | Weapon master, power shift in single attack    |
 
-### SUPERHERO CHARACTER OPTIONS
+#### SUPERHERO CHARACTER OPTIONS
 
-### DESCRIPTORS
+##### DESCRIPTORS
 This section presents new descriptors meant specifically for a superhero game.
 
-### AMAZING
+###### AMAZING
 
 You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
 instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
@@ -27732,7 +27732,7 @@
 
 4\. You had a hunch that something big was about to go down.
 
-### INCREDIBLE
+###### INCREDIBLE
 
 You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
 where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
@@ -27764,7 +27764,7 @@
 
 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
 
-### MIGHTY
+###### MIGHTY
 
 You have a very impressive physique. Your strength, power, and very importance
 
@@ -27792,7 +27792,7 @@
 
 4\. An authority figure told you to do this to show you the value of humility.
 
-### SENSATIONAL
+###### SENSATIONAL
 
 The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
 journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
@@ -27833,7 +27833,7 @@
 
 4\. A supervillain chose to make a scene in the hopes of drawing you out.
 
-### UNCANNY
+###### UNCANNY
 
 There's something unusual about you, and it makes other people a little uncomfortable. You know you're
 exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
@@ -27878,9 +27878,7 @@
 If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
 gene (perhaps even multiple copies) and can sense others who have it
 
-### SUPERHERO CHARACTER OPTIONS
-
-### NEW FOCI
+##### NEW FOCI
 
 This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
 are as follows:
@@ -27909,7 +27907,7 @@
 >
 > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
 
-### COPIES SUPERPOWERS
+###### COPIES SUPERPOWERS
 
 You can copy others' skills, abilities, and superpowers.
 
@@ -27931,7 +27929,7 @@
 powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
 own fire bolts).
 
-### HAS A THOUSAND FACES
+###### HAS A THOUSAND FACES
 
 You can change your appearance to look like anyone else.
 
@@ -27955,7 +27953,7 @@
 
 GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
 
-### IGNORES PHYSICAL DISTANCE
+###### IGNORES PHYSICAL DISTANCE
 
 You can teleport from one place to another by briefly passing through a parallel dimension.
 
@@ -27974,7 +27972,7 @@
 GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
 continues through the teleport, injuring the character.
 
-### SCULPTS HARD LIGHT
+###### SCULPTS HARD LIGHT
 
 You create physical objects out of hard light that you can use for offense and defense.
 
@@ -27994,7 +27992,7 @@
 
 GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
 
-### SHRINKS TO MINUTE SIZE
+###### SHRINKS TO MINUTE SIZE
 
 You can shrink down to the size of a bug and, with enough experience, even smaller.
 
@@ -28020,7 +28018,7 @@
 A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
 Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
 
-### SOARS ON AMAZING WINGS
+###### SOARS ON AMAZING WINGS
 
 Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
 
@@ -28041,7 +28039,7 @@
 GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
 target for an unexpected foe.
 
-### STRETCHES
+###### STRETCHES
 
 Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
 
@@ -28064,7 +28062,7 @@
 GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
 weak.
 
-### TAKES ANIMAL SHAPE
+###### TAKES ANIMAL SHAPE
 
 You can transform yourself into an animal.
 
@@ -28087,7 +28085,7 @@
 
 Greater Beast Form applies to using Animal Shape.
 
-### TOUCHES THE SKY
+###### TOUCHES THE SKY
 
 You can summon storms or break them apart.
 
@@ -28106,7 +28104,7 @@
 GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
 The weather is seeded by a much smaller effect, and a storm grows out of control.
 
-### WIELDS AN ENCHANTED WEAPON
+###### WIELDS AN ENCHANTED WEAPON
 
 You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
 combat with it.
@@ -28130,7 +28128,7 @@
 GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
 action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
 
-### WIELDS INVISIBLE FORCE
+###### WIELDS INVISIBLE FORCE
 
 You bend light and manipulate beams of force for offense and defense.
 
@@ -28151,7 +28149,7 @@
 GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
 or unexpected attack.
 
-### POWER SHIFTS
+#### POWER SHIFTS
 Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
 superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
 together interdimensional gateway devices in a few hours.
@@ -28197,7 +28195,7 @@
 three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
 procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
 
-### PRODIGY POWER SHIFTS
+##### PRODIGY POWER SHIFTS
 
 Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
 using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
@@ -28229,13 +28227,13 @@
 your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
 start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
 
-### GAINING MORE POWER SHIFTS
+##### GAINING MORE POWER SHIFTS
 Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
 be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
 street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
 start.
 
-### POWER STUNTS
+#### POWER STUNTS
 A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
 Examples:
 
@@ -28312,7 +28310,7 @@
 why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
 formidable, or impossible than deciding whether it's a level 6 or level 7 task.
 
-### PERMANENT POWER STUNTS
+##### PERMANENT POWER STUNTS
 
 Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
 might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
@@ -28326,14 +28324,14 @@
 Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
 Discovery, Transformation, or Uncover a Secret.
 
-### REALLY IMPOSSIBLE TASKS
+#### REALLY IMPOSSIBLE TASKS
 
 The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
 difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
 sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
 presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
 
-### FEATS OF STRENGTH
+##### FEATS OF STRENGTH
 
 Use the following table to estimate the difficulty of various incredible feats of physical strength.
 
@@ -28369,7 +28367,7 @@
 abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
 roll to succeed.
 
-### FEATS OF SPEED
+##### FEATS OF SPEED
 A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
 needed). This is basically a jog or a hustle, faster than a walk
 
@@ -28393,7 +28391,7 @@
 | 14          | 1 mile (1.5 km)    | 545 mph (880 kph); Boeing 747           |
 | 15          | 2 miles (3 km)     | 1,600 mph (2,575 kph); Mach 2           |
 
-### TREMENDOUS LEAPS
+##### TREMENDOUS LEAPS
 
 Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
 jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
@@ -28410,7 +28408,7 @@
 (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
 over their head.
 
-### POWERFUL CREATURES
+##### POWERFUL CREATURES
 Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
 or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
 
@@ -28432,7 +28430,7 @@
 
 \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
 
-### MODIFYING HIGH-TECH DEVICES
+#### MODIFYING HIGH-TECH DEVICES
 
 It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
 different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
@@ -28474,7 +28472,7 @@
 the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
 extent of the changes.
 
-### FASTER CRAFTING IN A HIGH-TECH SETTING
+#### FASTER CRAFTING IN A HIGH-TECH SETTING
 In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
 with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
 conditions, the GM should ease
@@ -28482,14 +28480,14 @@
 the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
 for only about the first quarter of that time and the "helpers" taking care of the rest.
 
-### CYPHERS AND ARTIFACTS
+#### CYPHERS AND ARTIFACTS
 
 In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
 character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
 should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
 effectively with foes that might otherwise be too potent.
 
-### SPECIAL EQUIPMENT
+#### SPECIAL EQUIPMENT
 
 Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
 For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
@@ -28502,7 +28500,7 @@
 shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
 leeway, the GM always has the option to use an intrusion to complicate an encounter.
 
-### POWER BOOST CYPHERS
+#### POWER BOOST CYPHERS
 
 This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
 System Rulebook into one cypher with variable effects based on cypher level.
@@ -28518,14 +28516,14 @@
 | 81-90 | Stunt boost    |
 | 91-00 | Target boost   |
 
-### EFFICACY BOOST
+##### EFFICACY BOOST
 
 Level: 1d6 + 1
 
 Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
 the cypher is level 5 or higher).
 
-### SHIFT BOOST
+##### SHIFT BOOST
 
 Level: 1d6 + 2
 
@@ -28536,7 +28534,7 @@
 one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
 power shift to boost.
 
-### STUNT BOOST
+##### STUNT BOOST
 
 Level: 1d6 + 2
 
@@ -28567,7 +28565,7 @@
 to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
 rightfully amazed (and perhaps somewhat terrified).
 
-### NATURE OF FAERIE
+#### NATURE OF FAERIE
 
 Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
 world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
@@ -28621,9 +28619,9 @@
 Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
 damage per round; troll regains 3 points of health per round
 
-### OPTIONAL RULES FOR FAIRYTALE
+#### OPTIONAL RULES FOR FAIRYTALE
 
-Optional Rule: I Have That!
+##### Optional Rule: I Have That!
 
 In fairy tales, characters often have exactly the right mundane piece of equipment
 
@@ -28645,7 +28643,7 @@
 who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
 into a Pocket Item; it remains a thimble.
 
-Example Pocket Items
+###### Example Pocket Items
 
 Inexpensive
 
@@ -28715,7 +28713,7 @@
 
 • Thimble
 
-### FAIRY TALE ARTIFACTS
+#### FAIRY TALE ARTIFACTS
 
 Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
 setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
@@ -28735,12 +28733,12 @@
 | 9   | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power.                |
 | 10  | Causes flowers to grow wherever it is stored or set down.                                                               |
 
-### SPECIAL RULES
+#### SPECIAL RULES
 
 Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
 are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
 
-Death
+##### Death
 
 You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
 die. Or die and come back to life. You get the idea.
@@ -28755,7 +28753,7 @@
 and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
 time) and still return to life. After that time elapses, death is permanent.
 
-Curses
+##### Curses
 
 In fairy tale games, curses are likely to be common. Most witches can cast curses
 
@@ -28770,7 +28768,7 @@
 and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
 their skin turns golden). See the Curse table for a list of example curses.
 
-Preventing Curses
+###### Preventing Curses
 
 When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
 curse being cast. Being trained in Intellect defense eases
@@ -28780,7 +28778,7 @@
 Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
 find defending against a second curse is more difficult (their task is hindered).
 
-Removing Curses
+###### Removing Curses
 
 Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
 Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
@@ -28790,7 +28788,7 @@
 (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
 curse removal to do the deed.
 
-Curse Intrusions and Curse Mode
+###### Curse Intrusions and Curse Mode
 
 In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
 happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
@@ -28826,7 +28824,7 @@
 While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
 situation worse.
 
-Curse Intrusions
+###### Curse Intrusions
 
 | d6  | Curse                                                                   |
 |-----|-------------------------------------------------------------------------|
@@ -28837,7 +28835,7 @@
 | 5   | The character feels an overwhelming urge to start dancing.              |
 | 6   | The character's clothes are suddenly much too large.                    |
 
-Curse Table
+###### Curse Table
 
 Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
 and the characters.
@@ -28870,7 +28868,7 @@
 | 19   | Can no longer say, write, or spell their own name                |
 | 20   | No one else remembers or recognizes the character                |
 
-Curse Removal Table
+###### Curse Removal Table
 
 Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
 table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
@@ -28940,7 +28938,7 @@
 </tbody>
 </table>
 
-Blessings
+##### Blessings
 
 When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
 roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
@@ -28957,7 +28955,7 @@
 | 5   | Someone nearby just happens to have the thing the character needs. |
 | 6   | A cypher or artifact works even better than expected.              |
 
-Wishes
+##### Wishes
 
 Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
 wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
@@ -28970,7 +28968,7 @@
 Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
 has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
 
-### GM INTRUSIONS
+##### GM INTRUSIONS
 
 GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
 all while making the game more interesting and surprising for characters.
@@ -28987,7 +28985,7 @@
 The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
 the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
 
-Interaction Intrusions
+###### Interaction Intrusions
 
 | d10 | GM Intrusion                                                                                                                             |
 |-----|------------------------------------------------------------------------------------------------------------------------------------------|
@@ -29002,7 +29000,7 @@
 | 9   | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog.                               |
 | 10  | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
 
-World Intrusions
+###### World Intrusions
 
 | d10 | GM Intrusion                                                                                                                                                           |
 |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
@@ -29017,7 +29015,7 @@
 | 9   | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters.                                                  |
 | 10  | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it.                                                        |
 
-Item Intrusions
+###### Item Intrusions
 
 <table>
 <colgroup>
@@ -29081,9 +29079,9 @@
 </tbody>
 </table>
 
-### PLAYING IN A FAIRY TALE GAME
+#### PLAYING IN A FAIRY TALE GAME
 
-### PLAYER INTRUSIONS
+##### PLAYER INTRUSIONS
 
 A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
 character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
@@ -29124,7 +29122,7 @@
 
 If a player has no XP to spend, they can't use a player intrusion.
 
-### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
+##### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
 
 Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
 
@@ -29162,9 +29160,9 @@
 • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
 continue the fight.
 
-### CREATING YOUR CHARACTER
+#### CREATING YOUR CHARACTER
 
-### FORM VS. FUNCTION
+##### FORM VS. FUNCTION
 
 In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
 that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
@@ -29177,7 +29175,7 @@
 small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
 your character that you want to play.
 
-### SKILLS
+##### SKILLS
 
 As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
 skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
@@ -29225,7 +29223,7 @@
 ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
 interactions.
 
-### TYPE
+##### TYPE
 
 Your character's type is the core of who they are and how they interact with their environment, their companions, and
 other living creatures they encounter.
@@ -29234,7 +29232,7 @@
 
 Type Name and Flavor Suggestions
 
-### WARRIOR
+###### WARRIOR
 
 Huntsman, Skills and knowledge, stealth
 
@@ -29246,7 +29244,7 @@
 
 Archer, Stealth
 
-### ADEPT
+###### ADEPT
 
 King/queen
 
@@ -29258,7 +29256,7 @@
 
 Magical being (genie, spirit, faerie, and so on)
 
-### EXPLORER
+###### EXPLORER
 
 Adventurer
 
@@ -29274,7 +29272,7 @@
 
 Wolf, Combat Stealth
 
-### SPEAKER
+###### SPEAKER
 
 Aristocrat
 
@@ -29286,7 +29284,7 @@
 
 Trickster, Skills and Knowledge
 
-### DESCRIPTOR
+##### DESCRIPTOR
 
 Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
 places your character in their current situation or adventure, and helps provide a sense of their motivations.
@@ -29381,7 +29379,7 @@
 
 • Lost
 
-### FOCUS
+##### FOCUS
 
 Your focus makes your character unique.
 
@@ -29389,7 +29387,7 @@
 it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
 equipment.
 
-Suggested Foci for a Fairy Tale Game
+###### Suggested Foci for a Fairy Tale Game
 
 • Abides in Stone
 
@@ -29531,7 +29529,7 @@
 
 • Would Rather Be Reading
 
-Heartwood Foci
+###### Heartwood Foci
 
 • Befriends the Black Dog
 
@@ -29541,7 +29539,7 @@
 
 • Lived Among the Fey
 
-Adjusted Foci
+###### Adjusted Foci
 
 Battles Robots, Builds Robots, Talks to Machines
 
@@ -29570,11 +29568,11 @@
 
 With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
 
-### FAIRYTALE CHARACTER OPTIONS
+#### FAIRYTALE CHARACTER OPTIONS
 
-### FAIRYTALE DESCRIPTORS
+##### FAIRYTALE DESCRIPTORS
 
-Bewitched
+###### Bewitched
 
 You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
 force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
@@ -29607,7 +29605,7 @@
 4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
 fit.
 
-Changeling
+###### Changeling
 
 Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
 when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
@@ -29655,7 +29653,7 @@
 4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
 You hope to do more of that.
 
-Fragmented
+###### Fragmented
 
 Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
 unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
@@ -29693,7 +29691,7 @@
 
 4\. You felt drawn to join the other PCs, but you don't know why.
 
-Frumious
+###### Frumious
 
 A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
 do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
@@ -29729,7 +29727,7 @@
 
 4\. One of the other PCs invited you to join, after they watched you fight.
 
-Haunted
+###### Haunted
 
 The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
 discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
@@ -29764,7 +29762,7 @@
 4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
 adventure is a great way to do so.
 
-Lost
+###### Lost
 
 You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
 your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
@@ -29804,12 +29802,12 @@
 
 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
 
-### FAIRYTALE FOCI
+#### FAIRYTALE FOCI
 
 Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
 Cypher System Rulebook.
 
-Befriends the Black Dog
+##### Befriends the Black Dog
 
 Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
 presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
@@ -29831,7 +29829,7 @@
 
 Tier 6: As If One Creature or Embraced by Darkness
 
-Curses the World
+##### Curses the World
 
 Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
 desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
@@ -29852,7 +29850,7 @@
 
 Tier 6: Word of Command or Break Their Mind
 
-Feigns No Fear
+##### Feigns No Fear
 
 Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
 how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
@@ -29875,7 +29873,7 @@
 
 Tier 6: Finishing Blow or Heroic Monster Bane
 
-Lived Among the Fey
+##### Lived Among the Fey
 
 You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
 you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
@@ -29898,7 +29896,7 @@
 
 Tier 6: Explains the Ineffable or Drawing on Life's Experiences
 
-Made a Deal With Death
+##### Made a Deal With Death
 
 Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
 figure. You, however, are intimate with Death in all their many forms. Perhaps you are
@@ -29925,7 +29923,7 @@
 
 Tier 6: Duel to the Death or Final Defiance
 
-Sheds Their Skin
+##### Sheds Their Skin
 
 You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
 nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
@@ -29949,7 +29947,7 @@
 
 Tier 6: Escape Plan or Perfect Control
 
-Heartwood Character Arcs
+#### Heartwood Character Arcs
 
 Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
 character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
@@ -29957,7 +29955,7 @@
 
 Suggested Heartwood Arcs
 
-Become an Advocate
+##### Become an Advocate
 
 You desire to help and support others, especially those who are dealing with difficult situations. This might be related
 to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
@@ -29977,7 +29975,7 @@
 
 Resolution: You reflect on everything you've learned and decide what to do next.
 
-Put Down Roots
+##### Put Down Roots
 
 If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
 seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
@@ -29997,7 +29995,7 @@
 
 Resolution: You enjoy the benefits of having a supportive group of people in your life.
 
-Develop Coping Strategies
+##### Develop Coping Strategies
 
 You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
 "fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
@@ -30016,7 +30014,7 @@
 
 Resolution: You reflect on what you've learned and decide where you want to go from here.
 
-Take the Wrong Path
+##### Take the Wrong Path
 
 Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
 something the player chooses on a meta level for the character because it makes for an interesting story and sets up
@@ -30035,7 +30033,7 @@
 
 Resolution: You wallow in your own misery.
 
-### FAIRY TALE CHARACTER ARCS
+#### FAIRY TALE CHARACTER ARCS
 
 Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
 set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
@@ -30046,14 +30044,14 @@
 assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
 setting.
 
-### EQUIPMENT
+#### EQUIPMENT
 
 Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
 using magic.
 
 Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
 
-### CURRENCY
+##### CURRENCY
 
 In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
 of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
@@ -30071,7 +30069,7 @@
 moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
 something that taxes the PCs and really puts their skills and dedication to the test.
 
-### SIGNATURE ITEMS
+##### SIGNATURE ITEMS
 
 In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
 very important. They're often unique and handcrafted,
@@ -30079,7 +30077,7 @@
 they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
 have undergone repairs or have markings that tell something about the character's background.
 
-### APPAREL AND ARMOR
+##### APPAREL AND ARMOR
 
 In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
 otherwise or unless it is designated as armor),
@@ -30089,15 +30087,15 @@
 However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
 accomplishing tasks.
 
-### CLOTHING
+##### CLOTHING
 
-Inexpensive
+###### Inexpensive
 
 Gloves or mittens
 
 Hat or hood
 
-Moderately Priced
+###### Moderately Priced
 
 Cloak or coat
 
@@ -30105,7 +30103,7 @@
 
 Wizard or enchanter's outfit
 
-Very Expensive
+###### Very Expensive
 
   Elegant cloak or coat
 
@@ -30113,35 +30111,35 @@
 
 Suit or ballgown
 
-Exorbitant
+###### Exorbitant
 
 Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
 
-### WEAPONS AND PROTECTIVE GEAR
+##### WEAPONS AND PROTECTIVE GEAR
 
-Inexpensive
+###### Inexpensive
 
 Ammunition (12 arrows, 12 crossbow bolts, and so on)
 
-Moderately Priced
+###### Moderately Priced
 
 Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
 
 Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
 
-Expensive
+###### Expensive
 
 Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
 
 Medium armor (breastplate, brigade, chainmail, and so on)
 
-Very Expensive
+###### Very Expensive
 
 Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
 
 Heavy armor (full plate armor)
 
-Exorbitant
+###### Exorbitant
 
 Jeweled, ornate, royal, or bespoke weapon
 
@@ -30151,9 +30149,9 @@
 amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
 you could have many things that give you Armor.
 
-### BASIC EQUIPMENT
+##### BASIC EQUIPMENT
 
-Inexpensive
+###### Inexpensive
 
 Candle
 
@@ -30179,7 +30177,7 @@
 
 Vial
 
-Moderately Priced
+###### Moderately Priced
 
 Backpack
 
@@ -30211,7 +30209,7 @@
 
 Waterskin or flask
 
-Expensive
+###### Expensive
 
 Bag of heavy tools
 
@@ -30219,7 +30217,7 @@
 
 Box, medium
 
-Very Expensive
+###### Very Expensive
 
 Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
 conveying the soul to its proper resting place.
@@ -30233,15 +30231,15 @@
 
 Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
 
-### TRAVEL
+##### TRAVEL
 
-Moderately Priced
+###### Moderately Priced
 
 Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
 
 Lodging, shared room or shed, meager
 
-Expensive
+###### Expensive
 
 Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
 on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the
@@ -30251,18 +30249,18 @@
 
 Lodging, solo room, decent
 
-Very Expensive
+###### Very Expensive
 
 Lodging, whole building or large room
 
-Exorbitant
+###### Exorbitant
 
 Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
 on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle.
 Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
 vehicle.
 
-### CYPHERS AND ARTIFACTS
+#### CYPHERS AND ARTIFACTS
 
 Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
 characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
@@ -30277,7 +30275,7 @@
 random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
 specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
 
-### CYPHER LIMITS
+#### CYPHER LIMITS
 
 All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
 ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
@@ -30290,7 +30288,7 @@
 
 fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
 
-Fey Being Table
+##### Fey Being Table
 
 | d6  | Effect     |
 |-----|------------|
@@ -30301,7 +30299,7 @@
 | 5   | Pixie      |
 | 6   | Ogre       |
 
-Fey Cypher Attraction
+##### Fey Cypher Attraction
 
 | d6  | Effect                                                                                                                                    |
 |-----|-------------------------------------------------------------------------------------------------------------------------------------------|
@@ -30312,7 +30310,8 @@
 | 5   | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
 | 6   | Steals the character away to their fey realm                                                                                              |
 
-### CYPHERS
+#### CYPHERS
+
 Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
 ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
 object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
@@ -30327,7 +30326,7 @@
 
 is considered a single cypher even though there are multiple items.
 
-Cypher Forms
+##### Cypher Forms
 
 While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
 Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
@@ -30355,7 +30354,7 @@
 | 19  | Spell or hand fan             |
 | 20  | Fallen star or playing card   |
 
-Fairy Tale Cypher Table
+##### Fairy Tale Cypher Table
 
 | d100 | Cypher                                                  |
 |------|---------------------------------------------------------|
@@ -30460,9 +30459,9 @@
 | 99   | Yonder yarn                                             |
 | 00   | Roll on the cypher tables in the Cypher System Rulebook |
 
-### A SELECTION OF FAIRY TALE CYPHERS
+##### A SELECTION OF FAIRY TALE CYPHERS
 
-Adderstone
+###### Adderstone
 
 Level: 1d6 + 3
 
@@ -30489,7 +30488,7 @@
 | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in.                                      |
 | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps.                                                                                                      |
 
-Agate Eye
+###### Agate Eye
 
 Level: 1d6 + 2
 
@@ -30499,7 +30498,7 @@
 cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
 system).
 
-Animated Wood
+###### Animated Wood
 
 Level: 1d6
 
@@ -30515,7 +30514,7 @@
 attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
 eased by two steps).
 
-Anywhere Door
+###### Anywhere Door
 
 Level: 1d6 + 3
 
@@ -30524,7 +30523,7 @@
 Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
 anything that can discern the door can use it. Erasing the drawn line erases the door.
 
-Apple of Discord
+###### Apple of Discord
 
 Level: 1d6 + 1
 
@@ -30534,7 +30533,7 @@
 to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
 of the apple.
 
-Azure Dust
+###### Azure Dust
 
 Level: 1d6 + 1
 
@@ -30542,7 +30541,7 @@
 
 Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
 
-Baba Yaga's Spiced Cookie
+###### Baba Yaga's Spiced Cookie
 
 Level: 1d6
 
@@ -30550,7 +30549,7 @@
 
 Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
 
-Bellman's Map of the Ocean
+###### Bellman's Map of the Ocean
 
 Level: 1d6 + 2
 
@@ -30562,7 +30561,7 @@
 beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
 social interactions with those affected are eased by two steps).
 
-Beloved's Kiss
+###### Beloved's Kiss
 
 Level: 1d6 + 3
 
@@ -30579,7 +30578,7 @@
 | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects)         |
 | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
 
-Bird's Nest Coronet
+###### Bird's Nest Coronet
 
 Level: 1d6 + 3
 
@@ -30589,7 +30588,7 @@
 Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
 are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
 
-Blackbird Pie
+###### Blackbird Pie
 
 Level: 1d6
 
@@ -30598,7 +30597,7 @@
 Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
 range who hear the song are hindered on all tasks for ten minutes.
 
-Blood Pearl Blossom
+###### Blood Pearl Blossom
 
 Level: 1d6 + 4
 
@@ -30607,7 +30606,7 @@
 Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
 take from one round to one day, depending on the level, severity, and type of curse.
 
-Bone Key
+###### Bone Key
 
 Level: 1d6 + 2
 
@@ -30615,7 +30614,7 @@
 
 Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
 
-Bones of the Beloved
+###### Bones of the Beloved
 
 Level: 1d6 + 3
 
@@ -30626,7 +30625,7 @@
 hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
 if the cypher is level 6 or higher). This does not change the actual health or age of the character.
 
-Bowl of Porridge
+###### Bowl of Porridge
 
 Level: 1d6 + 3
 
@@ -30635,7 +30634,7 @@
 Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
 effects of cold for ten minutes.
 
-Cat Sidhe Medallion
+###### Cat Sidhe Medallion
 
 Level: 1d6 + 2
 
@@ -30644,7 +30643,7 @@
 Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
 cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
 
-Cheshire Smile
+###### Cheshire Smile
 
 Level: 1d6
 
@@ -30655,7 +30654,7 @@
 with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
 and then fades away slowly, until even the original smile has disappeared.
 
-Coalheart's Beard Balm
+###### Coalheart's Beard Balm
 
 Level: 1d6
 
@@ -30668,7 +30667,7 @@
 
 Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
 
-Croc's Clock
+###### Croc's Clock
 
 Level: 1d6
 
@@ -30677,7 +30676,7 @@
 Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
 within long range to its presence for one day.
 
-Crown Jewel
+###### Crown Jewel
 
 Level: 1d6 + 2
 
@@ -30687,7 +30686,7 @@
 item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
 comes first).
 
-Dame Trot's Cat
+###### Dame Trot's Cat
 
 Level: 1d6 + 3
 
@@ -30696,7 +30695,7 @@
 Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
 time it senses danger. The cat's level is equal to the cypher level.
 
-Darning Needle
+###### Darning Needle
 
 Level: 1d6
 
@@ -30706,7 +30705,7 @@
 damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
 to the cypher's level.
 
-Dead Water
+###### Dead Water
 
 Level: 1d6 + 3
 
@@ -30715,7 +30714,7 @@
 Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
 Might Pool.
 
-Deathless
+###### Deathless
 
 Level: 1d6 + 3
 
@@ -30731,7 +30730,7 @@
 If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
 actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
 
-Death's Candle
+###### Death's Candle
 
 Level: 1d6 + 4
 
@@ -30745,7 +30744,7 @@
 of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
 damage, which is not enough to kill the user, the user takes the 4 points of damage.
 
-Death's Messengers
+###### Death's Messengers
 
 Level: 1d6 + 2
 
@@ -30755,7 +30754,7 @@
 in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
 level (each round).
 
-Diadem of Death
+###### Diadem of Death
 
 Level: 1d6 + 4
 
@@ -30764,7 +30763,7 @@
 Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
 damage equal to its level.
 
-Dragon's Blood
+###### Dragon's Blood
 
 Level: 1d6
 
@@ -30778,7 +30777,7 @@
 | 3-4 | Asset to all tasks involving magic                       |
 | 5-6 | Asset to all tasks involving romance, sex, and fertility |
 
-Dragon's Teeth
+###### Dragon's Teeth
 
 Level: 1d6
 
@@ -30794,7 +30793,7 @@
 
 Warriors: level 3; Armor 1; swords inflict 3 points of damage
 
-Dressmaking Nut
+###### Dressmaking Nut
 
 Level: 1d6 + 2
 
@@ -30808,7 +30807,7 @@
 
 Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
 
-Drink Me
+###### Drink Me
 
 Level: 1d6
 
@@ -30817,7 +30816,7 @@
 Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
 another way to change their size (such as with an eat me).
 
-Dust of the Dreamer
+###### Dust of the Dreamer
 
 Level: 1d6
 
@@ -30826,7 +30825,7 @@
 Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
 action. This does not use up any of their recovery rolls.
 
-Eat Me
+###### Eat Me
 
 Level: 1d6
 
@@ -30835,7 +30834,7 @@
 Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
 way to change their size (such as with a drink me).
 
-Emperor's New Clothes
+###### Emperor's New Clothes
 
 Level: 1d6
 
@@ -30843,7 +30842,7 @@
 
 Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
 
-Fairy Cup
+###### Fairy Cup
 
 Level: 1d6 + 1
 
@@ -30855,7 +30854,7 @@
 It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
 protection by way of thanks.
 
-False Grandmother
+###### False Grandmother
 
 Level: 1d6 + 2
 
@@ -30868,7 +30867,7 @@
 creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
 duration.
 
-Father's Betrayal
+###### Father's Betrayal
 
 Level: 1d6 + 2
 
@@ -30878,7 +30877,7 @@
 m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
 and are dazed for one round, hindering their next action.
 
-Flaming Arrow
+###### Flaming Arrow
 
 Level: 1d6 + 2
 
@@ -30887,7 +30886,7 @@
 Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
 range.
 
-Flowers for Grandmother
+###### Flowers for Grandmother
 
 Level: 1d6 + 2
 
@@ -30905,7 +30904,7 @@
 | 5   | Intellect             |
 | 6   | Slashing and piercing |
 
-Forget-Me-Knot
+###### Forget-Me-Knot
 
 Level: 1d6 + 3
 
@@ -30917,7 +30916,7 @@
 scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
 memory. Capturing the memory is an action, as is untying the loop.
 
-Genie's Handkerchief
+###### Genie's Handkerchief
 
 Level: 1d6
 
@@ -30931,7 +30930,7 @@
 their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
 drawbacks.
 
-Gilded Shell
+###### Gilded Shell
 
 Level: 1d6
 
@@ -30943,7 +30942,7 @@
 m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
 making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
 
-Gingerbread Man
+###### Gingerbread Man
 
 Level: 1d6
 
@@ -30951,7 +30950,7 @@
 
 Effect: After eating the cookie, the user has training in Speed defense for the next day.
 
-Godfather's Picture Book
+###### Godfather's Picture Book
 
 Level: 1d6 + 2
 
@@ -30962,7 +30961,7 @@
 turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
 regular book and does not count against the character's cypher limit.
 
-Golden Beetle
+###### Golden Beetle
 
 Level: 1d6
 
@@ -30971,7 +30970,7 @@
 Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
 within long range.
 
-Golden Vanity
+###### Golden Vanity
 
 Level: 1d6
 
@@ -30990,7 +30989,7 @@
 The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
 When all three items have been used, it remains a functional vanity set but no longer holds any magic.
 
-Green Spectacles
+###### Green Spectacles
 
 Level: 1d6
 
@@ -30999,7 +30998,7 @@
 Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
 day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
 
-Hart's Heart
+###### Hart's Heart
 
 Level: 1d6 + 3
 
@@ -31008,7 +31007,7 @@
 Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
 convince the recipient are eased by two steps.
 
-Heart of a Star
+###### Heart of a Star
 
 Level: 1d6
 
@@ -31018,7 +31017,7 @@
 eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
 eased.)
 
-Heart's Tart
+###### Heart's Tart
 
 Level: 1d6 + 2
 
@@ -31027,7 +31026,7 @@
 Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
 ten minutes.
 
-Hot Cross Buns
+###### Hot Cross Buns
 
 Level: 1d6
 
@@ -31035,7 +31034,7 @@
 
 Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
 
-Iron Bands of Three
+###### Iron Bands of Three
 
 Level: 1d6 + 3
 
@@ -31046,7 +31045,7 @@
 them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
 breaks. When all three bands are broken, the cypher is used up.
 
-Itsy Bitsy Spider
+###### Itsy Bitsy Spider
 
 Level: 1d6
 
@@ -31058,7 +31057,7 @@
 cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
 three words or less.
 
-Jack's Candlestick
+###### Jack's Candlestick
 
 Level: 1d6 + 3
 
@@ -31066,7 +31065,7 @@
 
 Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
 
-Jiminy Cricket
+###### Jiminy Cricket
 
 Level: 1d6
 
@@ -31075,7 +31074,7 @@
 Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
 modifiers.
 
-The Key of Knowing
+###### The Key of Knowing
 
 Level: 1d6 + 3
 
@@ -31088,7 +31087,7 @@
 After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
 ever again.
 
-Knave of Hearts
+###### Knave of Hearts
 
 Level: 1d6 + 2
 
@@ -31098,7 +31097,7 @@
 knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
 minutes per cypher level.
 
-Lion's Courage
+###### Lion's Courage
 
 Level: 1d6 + 1
 
@@ -31108,7 +31107,7 @@
 time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
 +1 point of damage.
 
-Living Water
+###### Living Water
 
 Level: 1d6 + 3
 
@@ -31120,7 +31119,7 @@
 When dead water and living water cyphers are used together, a dead character can be brought back to life without any
 permanent reductions of their Might Pool.
 
-Magic Beans
+###### Magic Beans
 
 Level: 1d6 + 4
 
@@ -31129,7 +31128,7 @@
 Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
 beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
 
-Memory's Match
+###### Memory's Match
 
 Level: 1d6
 
@@ -31140,7 +31139,7 @@
 the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
 (ignores Armor).
 
-Mermaid Tear
+###### Mermaid Tear
 
 Level: 1d6 + 2
 
@@ -31151,7 +31150,7 @@
 significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
 to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
 
-Neverlost
+###### Neverlost
 
 Level: 1d6
 
@@ -31162,7 +31161,7 @@
 the items become invisible to everyone except the user and any allies the user designates. The items last for one day
 per cypher level and can be seen by the user and their allies, even in complete darkness.
 
-Nonsensical Poem
+###### Nonsensical Poem
 
 Level: 1d6 + 4
 
@@ -31172,7 +31171,7 @@
 becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
 the GM to come up with an appropriate and acceptable change.)
 
-Omniscient Bean
+###### Omniscient Bean
 
 Level: 1d6 + 2
 
@@ -31186,7 +31185,7 @@
 knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
 can't provide knowledge about the future, since that is level 10).
 
-Pictureless Book
+###### Pictureless Book
 
 Level: 1d6
 
@@ -31205,7 +31204,7 @@
 | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage.                                                                                                                   |
 | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
 
-Poison for Your Daughter
+###### Poison for Your Daughter
 
 Level: 1d6 + 2
 
@@ -31272,7 +31271,7 @@
 </tbody>
 </table>
 
-Poisoned Apple
+###### Poisoned Apple
 
 Level: 1d6 + 2
 
@@ -31286,7 +31285,7 @@
 other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
 instance, to force-feed someone part of the apple and have the cypher activate.
 
-Poppet (Damage)
+###### Poppet (Damage)
 
 Level: 1d6 + 4
 
@@ -31296,7 +31295,7 @@
 Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
 away it is. Writing the name and destroying the poppet are separate actions.
 
-Poppet (Love)
+###### Poppet (Love)
 
 Level: 1d6 + 2
 
@@ -31308,7 +31307,7 @@
 time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
 the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
 
-Poppet (Prosperity)
+###### Poppet (Prosperity)
 
 Level: 1d6 + 2
 
@@ -31318,7 +31317,7 @@
 Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
 see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
 
-Poppet (Silence)
+###### Poppet (Silence)
 
 Level: 1d6 + 2
 
@@ -31328,7 +31327,7 @@
 the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
 with the person who activated the poppet.
 
-Powder of Life
+###### Powder of Life
 
 Level: 1d6 + 3
 
@@ -31345,7 +31344,7 @@
 their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
 stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
 
-Princess's Pea
+###### Princess's Pea
 
 Level: 1d6 + 3
 
@@ -31354,7 +31353,7 @@
 Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
 claims, and other such tricks (for all senses) for what they are.
 
-Rabbit Hole
+###### Rabbit Hole
 
 Level: 1d6
 
@@ -31369,7 +31368,7 @@
 The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
 jumping in feet-first.
 
-Rapunzel Leaf
+###### Rapunzel Leaf
 
 Level: 1d6 + 3
 
@@ -31381,7 +31380,7 @@
 
 The tower's level is equal to the cypher level, and the structure is permanent and immobile.
 
-Rose of Red
+###### Rose of Red
 
 Level: 1d6 + 1
 
@@ -31393,7 +31392,7 @@
 birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
 inflicting damage equal to the cypher level.
 
-Shadow Soap
+###### Shadow Soap
 
 Level: 4
 
@@ -31407,7 +31406,7 @@
 
 Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
 
-Shard of the Moon
+###### Shard of the Moon
 
 Level: 1d6 + 2
 
@@ -31418,7 +31417,7 @@
 The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
 ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
 
-Shining Knife
+###### Shining Knife
 
 Level: 1d6 + 3
 
@@ -31429,7 +31428,7 @@
 knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
 rusted.
 
-Silver Slippers
+###### Silver Slippers
 
 Level: 1d6 + 2
 
@@ -31444,7 +31443,7 @@
 
 it is rumored that they magically return to the world in some form for someone else who needs them.
 
-Singing Bone
+###### Singing Bone
 
 Level: 1d6 + 3
 
@@ -31456,7 +31455,7 @@
 For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
 "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
 
-Snake Leaves
+###### Snake Leaves
 
 Level: 1d6 + 2
 
@@ -31467,7 +31466,7 @@
 a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
 permanent 3-point reduction in their maximum Intellect Pool.
 
-Snickersnee
+###### Snickersnee
 
 Level: 1d6 + 4
 
@@ -31476,7 +31475,7 @@
 Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
 additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
 
-Song of the Dead
+###### Song of the Dead
 
 Level: 1d6
 
@@ -31486,7 +31485,7 @@
 carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
 communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
 
-Sorcerer's Skeleton Key
+###### Sorcerer's Skeleton Key
 
 Level: 1d6 + 2
 
@@ -31495,7 +31494,7 @@
 Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
 automatically unlocks it.
 
-Spirit Ring
+###### Spirit Ring
 
 Level: 1d6
 
@@ -31510,7 +31509,7 @@
 on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
 important), and they may take the time to curse or prank the characters before they disappear.
 
-Teleport Hat
+###### Teleport Hat
 
 Level: 1d6 + 3
 
@@ -31521,7 +31520,7 @@
 stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
 of origination.
 
-Three Needles
+###### Three Needles
 
 Level: 1d6
 
@@ -31530,7 +31529,7 @@
 Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
 doing so was a routine task.
 
-Tin Man's Tears
+###### Tin Man's Tears
 
 Level: 1d6 + 2
 
@@ -31540,7 +31539,7 @@
 touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
 soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
 
-To Peter With Love
+###### To Peter With Love
 
 Level: 1d6 + 3
 
@@ -31550,7 +31549,7 @@
 specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
 at least a round and sometimes longer, depending on the distance and difficulty.
 
-Valorous Whetstone
+###### Valorous Whetstone
 
 Level: 1d6
 
@@ -31559,7 +31558,7 @@
 Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
 next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
 
-Vase of Tears
+###### Vase of Tears
 
 Level: 1d6
 
@@ -31568,7 +31567,7 @@
 Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
 the next time they are physically attacked.
 
-White Snake
+###### White Snake
 
 Level: 1d6 + 2
 
@@ -31577,7 +31576,7 @@
 Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
 things for ten minutes.
 
-Wish-Granting Pearl
+###### Wish-Granting Pearl
 
 Level: 1d6 + 1
 
@@ -31588,7 +31587,7 @@
 an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
 cannot grant a wish above its level.
 
-Witch Bottle
+###### Witch Bottle
 
 Level: 1d6 + 1
 
@@ -31597,7 +31596,7 @@
 Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
 to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
 
-Witch's Ladder
+###### Witch's Ladder
 
 Level: 1d6 + 2
 
@@ -31606,7 +31605,7 @@
 Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
 who stored it, or by someone who has received their permission to do so.
 
-Wooden Spoon
+###### Wooden Spoon
 
 Level: 1d6 + 4
 
@@ -31616,7 +31615,7 @@
 their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
 their turn, or attack a foe three times.
 
-Yonder Yarn
+###### Yonder Yarn
 
 Level: 1d6 + 4
 
