--- _tmp/ccsrd.md	2025-05-05 01:24:30.339956224 -0500
+++ _tmp/ccsrd.new.md	2025-05-05 01:28:47.164387736 -0500
@@ -45,6 +45,23 @@
 
 If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
 
+### TASK DIFFICULTY
+
+|                     |                 |                |                                                                                               |
+|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
+| **Task Difficulty** | **Description** | **Target No.** | **Guidance**                                                                                  |
+| 0                   | Routine         | 0              | Anyone can do this basically every time.                                                      |
+| 1                   | Simple          | 3              | Most people can do this most of the time.                                                     |
+| 2                   | Standard        | 6              | Typical task requiring focus, but most people can usually do this.                            |
+| 3                   | Demanding       | 9              | Requires full attention; most people have a 50/50 chance to succeed.                          |
+| 4                   | Difficult       | 12             | Trained people have a 50/50 chance to succeed.                                                |
+| 5                   | Challenging     | 15             | Even trained people often fail.                                                               |
+| 6                   | Intimidating    | 18             | Normal people almost never succeed.                                                           |
+| 7                   | Formidable      | 21             | Impossible without skills or great effort.                                                    |
+| 8                   | Heroic          | 24             | A task worthy of tales told for years afterward.                                              |
+| 9                   | Immortal        | 27             | A task worthy of legends that last lifetimes.                                                 |
+| 10                  | Impossible      | 30             | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
+
 ### WHEN DO YOU ROLL?
 
 Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the
@@ -67,23 +84,6 @@
 System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
 discusses special rolls).
 
-### TASK DIFFICULTY
-
-|                     |                 |                |                                                                                               |
-|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
-| **Task Difficulty** | **Description** | **Target No.** | **Guidance**                                                                                  |
-| 0                   | Routine         | 0              | Anyone can do this basically every time.                                                      |
-| 1                   | Simple          | 3              | Most people can do this most of the time.                                                     |
-| 2                   | Standard        | 6              | Typical task requiring focus, but most people can usually do this.                            |
-| 3                   | Demanding       | 9              | Requires full attention; most people have a 50/50 chance to succeed.                          |
-| 4                   | Difficult       | 12             | Trained people have a 50/50 chance to succeed.                                                |
-| 5                   | Challenging     | 15             | Even trained people often fail.                                                               |
-| 6                   | Intimidating    | 18             | Normal people almost never succeed.                                                           |
-| 7                   | Formidable      | 21             | Impossible without skills or great effort.                                                    |
-| 8                   | Heroic          | 24             | A task worthy of tales told for years afterward.                                              |
-| 9                   | Immortal        | 27             | A task worthy of legends that last lifetimes.                                                 |
-| 10                  | Impossible      | 30             | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-
 ### COMBAT
 
 Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a
@@ -124,29 +124,6 @@
 great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
 hands is a heavy weapon.
 
-### SPECIAL ROLLS
-
-When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
-minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
-decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
-could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
-smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
-other words, you not only succeed but also go a bit further.
-
-When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
-to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
-with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
-stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
-based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
-grants you a major effect, you can choose to use a minor effect instead if you prefer.
-
-In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
-damage, respectively. Neither roll has any special effect options—just the extra damage.
-
-(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
-
-Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
-
 ### GLOSSARY
 
 Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
@@ -174,6 +151,29 @@
 Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
 creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
 
+### SPECIAL ROLLS
+
+When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
+minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
+decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
+could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
+smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
+other words, you not only succeed but also go a bit further.
+
+When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
+to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
+with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
+stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
+based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
+grants you a major effect, you can choose to use a minor effect instead if you prefer.
+
+In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
+damage, respectively. Neither roll has any special effect options—just the extra damage.
+
+(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
+
+Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
+
 ### RANGE AND SPEED
 
 Distance is simplified into four categories: immediate, short, long, and very long.
@@ -690,17 +690,6 @@
 
 (Player intrusions should be limited to no more than one per player per session.)
 
-### 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.
-
-Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
-
-Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
-
-Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
-
 ### WARRIOR
 
 Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
@@ -1837,161 +1826,6 @@
 For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
 in her family for generations, and her character is drawn to its strange languages and rituals.
 
-### 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
-Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
-a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-
-Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
-Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
-magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
-powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
-Fire. For a healer, choose Works Miracles.
-
-Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-
-Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
-Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
-of Strength, and Rages.
-
-Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
-element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
-Masters Spells.
-
-Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-
-Cleric (death): Consorts With the Dead, Shepherds Spirits
-
-Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-
-Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-
-Cleric (light): Blazes With Radiance, Channels Divine Blessings
-
-Cleric (storm): Rides the Lightning, Thunders
-
-Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
-
-Cleric (war): Masters Weaponry (also see options for fighters)
-
-Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
-probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
-focus, but for more specific options, see the following foci:
-
-Druid (animal companion): Controls Beasts, Masters the Swarm
-
-Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-Ice
-
-Druid (nature affinity): Speaks for the Land
-
-Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
-
-Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
-focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
-fighting role, see the following:
-
-Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-Bastion.
-
-Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-
-Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
-
-Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-
-Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
-having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
-Justice, and Operates Undercover.
-
-Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
-merchant character, but the more obvious choice would be a Speaker.
-
-Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-
-Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
-Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
-the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
-
-Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
-(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-
-Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
-(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-
-Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
-study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
-Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
-spells. For sorcerers of various magical bloodlines, see the following:
-
-Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-
-Sorcerer (destiny): Descends From Nobility, Was Foretold
-
-Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
-
-Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-Lightning, Wears a Sheen of Ice
-
-Sorcerer (fey): Takes Animal Shape\*
-
-Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-
-Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-
-Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
-magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-Entertains.
-
-War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
-an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
-Enchanted Weapon\*.
-
-Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
-make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
-interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
-Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
-just as well.
-
-Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
-flavor. The best focus that suits this theme is Uses Wild Magic\*.
-
-Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
-opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
-(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
-For more specific kinds of wizards, see the following:
-
-Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-
-Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-
-Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-Mental Powers, Leads
-
-Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-
-Wizard (illusionist): Awakens Dreams, Crafts Illusions
-
-Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-
-Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
-#### 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
-them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
-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.
-
 ### FURTHER CUSTOMIZATION
 
 The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
@@ -4207,6 +4041,23 @@
 enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
 than those between an Alpha Centauran and an Earthling.
 
+### VARIANT RULE: TWO DESCRIPTORS
+
+By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
+human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
+all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
+species descriptor.
+
+Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
+training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
+have any modifier for that skill at all.
+
+### DESCRIPTORS AS SPECIES
+
+If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
+to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
+descriptor.
+
 ## Focus
 
 Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
@@ -6537,33 +6388,6 @@
 Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name
 like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
 
-<img src="media/image1.png" style="width:1.69167in;height:2.16667in"
-alt="A white rectangular object with a blue border Description automatically generated" />
-
-#### FOCUS CATEGORIES
-
-Ally use
-
-Basic
-
-Energy manipulation
-
-Environment manipulation
-
-Exploration
-
-Influence
-
-Irregular
-
-Movement expertise
-
-Striker combat
-
-Support
-
-Tank combat
-
 #### CHOOSING ABILITIES BY RELATIVE POWER
 
 The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
@@ -15648,83 +15472,6 @@
 </tbody>
 </table>
 
-#### 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).
-
-Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
-giant lizard or rhinoceros.
-
-Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
-movement than full plate at the cost of some protection.
-
-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
-
-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
-
-Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
-mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
-Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
-dwarven smiths know how to make it).
-
-Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
-mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
-(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
-elven smiths know how to make it).
-
-Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
-joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
-
-Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
-fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
-but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
-kinds of armor.
-
-Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
-armor, but easier to make, especially by resource-poor crafters.
-
-Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
-your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
-Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
-concept.
-
-Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
-called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
-doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
-
-Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
-mail."
-
-Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
-System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-
-| Light Armor         | Armor     | Speed Effort Additional Cost | Price    |
-|---------------------|-----------|------------------------------|----------|
-| Heavy cloth         | 1\*       | 0                            | 3 gp     |
-| Hides and furs      | 1         | 1                            | 10 gp    |
-| Leather jerkin      | 1         | 1                            | 10 gp    |
-| Padded              | 1\*       | 0                            | 5 gp     |
-| Medium Armor        | Armor     | Speed Effort Additional Cost | Price    |
-| Beastskin           | 2         | 2                            | 10 gp    |
-| Breastplate         | 2         | 2                            | 400 gp   |
-| Brigandine          | 2         | 2                            | 200 gp   |
-| Chainmail           | 2         | 2                            | 75 gp    |
-| Dwarven breastplate | 2         | 1                            | 8,000 gp |
-| Elven chainmail     | 2         | 0                            | 8,000 gp |
-| Heavy Armor         | Armor     | Speed Effort Additional Cost | Price    |
-| Full plate          | 3         | 0                            | 1,500 gp |
-| Scale               | 3         | 0                            | 50 gp    |
-| Shield              | asset\*\* |                              | 10 gp    |
-
-\* Only against piercing and slashing attacks
-
-\*\* Using a shield provides the wearer with an asset on Speed defense tasks
-
-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.
-
 Shields
 
 Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
@@ -15760,128 +15507,6 @@
 available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
 weapons.
 
-#### FANTASY WEAPONS DESCRIPTIONS
-
-Battleaxe: A wooden pole with a blade on one end.
-
-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-
-Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
-it.
-
-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-
-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-
-Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
-crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
-reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-
-Dagger: A very short blade for stabbing or slicing.
-
-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-
-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-
-Greatsword: A two-handed version of the broadsword.
-
-Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
-sledgehammer).
-
-Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
-You need two hands to load it.
-
-Handaxe: A light, one-handed axe that's good for melee or throwing.
-
-Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
-reload.
-
-Heavy mace: A larger, two-handed version of a mace.
-
-Javelin: A light spear that's designed to be thrown.
-
-Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
-fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
-that's spherical, flanged, or knobbed.
-
-Maul: A larger version of the hammer, such as a sledgehammer.
-
-Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
-You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
-of their physical actions are hindered until they take an action to remove it.
-
-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
-
-Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
-pulling an opponent from their mount.
-
-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-
-Rapier: A light sword with a thin blade used for stabbing and slashing.
-
-Scimitar: A medium-length sword with a strongly curved blade.
-
-Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
-as a weapon.
-
-Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
-cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
-to load it. Action to reload.
-
-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-
-Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-
-Trident: A three-pronged spear, often used for spear fishing.
-
-Unarmed: A typical punch, kick, or other weaponless attack.
-
-Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-
-| Light Weapons (2 points of damage)  | Price   | Notes                           |
-|-------------------------------------|---------|---------------------------------|
-| Blowgun                             | 5 gp    | Short range                     |
-| Blowgun darts (20)                  | 1 gp    |                                 |
-| Dagger                              | 2 gp    | Can be thrown up to short range |
-| Hand crossbow                       | 75 gp   | Short range                     |
-| Crossbow bolts (20)                 | 1 gp    |                                 |
-| Handaxe                             | 5 gp    | Can be thrown up to short range |
-| Net                                 | 1 gp    | Can be thrown up to short range |
-| Rapier                              | 25 gp   |                                 |
-| Sickle                              | 1 gp    | Short range                     |
-| Sling                               | 1 sp    | Short range                     |
-| Sling bullets (20)                  | 5 cp    |                                 |
-| Throwing dart                       | 5 cp    | Short range                     |
-| Unarmed (punch, kick, etc)          | –       |                                 |
-| Whip                                | 2 gp    |                                 |
-| Medium Weapons (4 points of damage) | Price   | Notes                           |
-| Battleaxe                           | 10 gp   |                                 |
-| Bow                                 | 30 gp   | Long range                      |
-| Arrows (20)                         | 1 gp    |                                 |
-| Broadsword                          | 15 gp   |                                 |
-| Club                                | 1 sp    |                                 |
-| Crank crossbow                      | 250 gp  | Long range                      |
-| Crossbow bolts (20)                 | 1 gp    |                                 |
-| Light crossbow                      | 25 gp   | Long range                      |
-| Crossbow bolts (20)                 | 1 gp    |                                 |
-| Flail                               | 10 gp   |                                 |
-| Hammer                              | 15 gp   |                                 |
-| Javelin                             | 5 sp    | Can be thrown up to long range  |
-| Mace                                | 10 gp   |                                 |
-| Pick                                | 10 gp   |                                 |
-| Polearm                             | 10 gp   |                                 |
-| Quarterstaff                        | 2 sp    |                                 |
-| Scimitar                            | 25 gp   |                                 |
-| Spear                               | 1 gp    | Can be thrown up to long range  |
-| Trident                             | 5 gp    |                                 |
-| Heavy Weapons (6 points of damage)  | Price   | Notes                           |
-| Greataxe                            | 30 gp   |                                 |
-| Greatsword                          | 50 gp   |                                 |
-| Heavy crossbow                      | 50 gp   | Long range                      |
-| Crossbow bolts (20)                 | 1 gp    |                                 |
-| Heavy mace                          | 15 gp   |                                 |
-| Maul                                | 10 gp   |                                 |
-
 ### EXPLOSIVE WEAPONS
 
 Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
@@ -15893,212 +15518,6 @@
 Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
 long distance (or farther).
 
-### 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.
-
-Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
-clothes, boots, and three torches.
-
-Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-
-Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
-grants an asset for identifying potion cyphers and similar mysterious liquids.
-
-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-
-Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
-string, 3 feet (1 m) of metal wire, and a handful of nails.
-
-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-
-Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
-on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
-assumes the character has already read the book and is looking for relevant information).
-
-Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
-covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
-were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
-Speed defense roll or take 2 points of Speed damage (ignores Armor).
-
-Candle: A candle burns for one hour and creates dim light in an immediate area.
-
-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-
-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-
-Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-
-Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
-parts are reusable, but the kit runs out after about five uses.
-
-Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
-creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-
-Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
-lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
-four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-
-Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
-traps.
-
-Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
-common set of manacles is level 5.
-
-Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
-with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
-surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
-terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
-roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
-of fire damage (ignores Armor) on anyone in or moving through the area.
-
-Signal horn: This horn can be heard up to a mile away.
-
-Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-
-Tent: This has enough room for two humans or three smaller people.
-
-Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
-light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
-hit something
-
-| Item                         | Price     |
-|------------------------------|-----------|
-| Acid (flask)                 | 25 gp     |
-| Adventuring pack             | 6 gp      |
-| Alchemist fire (flask)       | 50 gp     |
-| Alchemist tools              | 50 go     |
-| Backpack                     | 2 gp      |
-| Bag of heavy tools           | 25 gp     |
-| Bag of light tools           | 10 gp     |
-| Battering arm                | 10 gp     |
-| Bedroll                      | 1 gp      |
-| Book                         | 25 gp     |
-| Caltrops, bag                | 1 gp      |
-| Candle                       | 1 sp      |
-| Climbing kit                 | 25 gp     |
-| Crowbar                      | 2 gp      |
-| Disguising kit               | 25 gp     |
-| Grappling hook               | 2 gp      |
-| Healing kit                  | 5 gp      |
-| Hourglass                    | 25 gp     |
-| Ink (flask)                  | 10 gp     |
-| Ink pen                      | 2 cp      |
-| Iron spikes (10)             | 1 gp      |
-| Ladder (10 ft/3m)            | 1 sp      |
-| Lamp                         | 5 sp      |
-| Lantern                      | 5 gp      |
-| Lockpicks                    | 25 gp     |
-| Manacles                     | 2 gp      |
-| Mirror                       | 5gp       |
-| Musical instrument           | 2-50 gp   |
-| Oil (flask)                  | 1 cp      |
-| Piton                        | 5 cp      |
-| Pole, wooden                 | 5 cp      |
-| Pouch or other small rations | 5 sp      |
-| Rations (1 day)              | 5 sp      |
-| Rope (50 ft./15m)            | 1 gp      |
-| Sack                         | 1 cp      |
-| Signal horn                  | 2 gp      |
-| Spyglass                     | 1,0000 gp |
-| Tent                         | 2 gp      |
-| Torch                        | 1 cp      |
-| Waterskin                    | 2 sp      |
-
-### Miscellaneous Items and Services
-
-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
-probably a feast for a crowd, with the finest foods and drink available.
-
-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
-personal services (such as massages and grooming) included.
-
-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
-clothing (and jewelry) when they go to their elite galas.
-
-Other sorts of miscellaneous items can be found in the Genre chapter.
-
-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.
-
-Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-an apron and a belt for holding tools.
-
-Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
-styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-
-Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-
-Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-bard, juggler, or acrobat.
-
-Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-various activities and environments.
-
-Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
-meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
-times as much.
-
-Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-
-Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-
-Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-hood.
-
-Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
-interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
-representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
-mystical aspects of wizard clothing.
-
-| Item                  | Price |
-|-----------------------|-------|
-| Artisan's outfit      | 2 gp  |
-| Ascetic's outfit      | 1 gp  |
-| Cold-weather outfit   | 6 gp  |
-| Entertainer's costume | 3 gp  |
-| Explorer's outfit     | 8 gp  |
-| Fancy outfit          | 25 gp |
-| Peasant's outfit      | 1 sp  |
-| Priestly vestments    | 5 gp  |
-| Traveler's outfit     | 2 gp  |
-| Wizard's outfit       | 5 gp  |
-
-### FOOD AND LODGING
-
-| Item                 | Price |
-|----------------------|-------|
-| Ale, gallon          | 2 sp  |
-| Ale, mug             | 4 cp  |
-| Banquet (1 person)   | 10 gp |
-| Bread, loaf          | 2 cp  |
-| Inn stay (per night) |       |
-| Good                 | 8 sp  |
-| Common               | 5 sp  |
-| Poor                 | 1 sp  |
-| Meals (per day)      |       |
-| Good                 | 5 sp  |
-| Common               | 3 sp  |
-| Poor                 | 6 cp  |
-| Meat (one serving)   | 3 sp  |
-| Wine (bottle)        | 10 gp |
-| Wine (pitcher)       | 2 sp  |
-
 ### CYPHERS
 
 Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
@@ -16663,18 +16082,6 @@
 Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
 an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
 
-### 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)
-or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
-win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
-lower but not those of level 5 and above.
-
-The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
-gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
-oppose each other, there might be a long, drawn-out battle that could go either way.
-
 ### ACTIONS
 
 Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
@@ -16706,6 +16113,18 @@
 
 Do something else
 
+### 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)
+or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
+win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
+lower but not those of level 5 and above.
+
+The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
+oppose each other, there might be a long, drawn-out battle that could go either way.
+
 #### ACTION: ATTACK
 
 An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
@@ -17321,6 +16740,17 @@
 
 Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
 
+### 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.
+
+Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
+
+Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
+
+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
+
 #### ACTION: DO SOMETHING ELSE
 
 Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
@@ -17744,8 +17174,6 @@
 </tbody>
 </table>
 
-### MAGICAL RULES MODULE
-
 ### FOLLOWERS
 
 Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
@@ -18988,6 +18416,289 @@
 | Very expensive | 1,000–10,000 gp |
 | Exorbitant     | 10,000+ gp      |
 
+### MAGICAL RULES MODULE
+
+### 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
+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
+
+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.
+
+To randomly determine a manifest cypher's form, roll on the following table.
+
+| d100  | Cypher Form        |
+|-------|--------------------|
+| 01-02 | Bone runeplate     |
+| 03-04 | Book page          |
+| 05-07 | Bottle of powder   |
+| 08-09 | Brand              |
+| 10-12 | Brick              |
+| 13-15 | Carved bone        |
+| 16-18 | Carved stick       |
+| 19-20 | Carved tooth       |
+| 21-23 | Chalky potion      |
+| 30-33 | Clay runeplate     |
+| 34-37 | Crystal            |
+| 38-39 | Elaborate scar     |
+| 40-42 | Envelope of powder |
+| 43-44 | Fuming potion      |
+| 45-47 | Glass              |
+| 48-50 | Leaf               |
+| 51-54 | Leather scroll     |
+| 55-57 | Metal runeplate    |
+| 58-60 | Oily potion        |
+| 61-62 | Paper scroll       |
+| 63-66 | Papyrus scroll     |
+| 67-71 | Parchment scroll   |
+| 72-74 | Pouch of powder    |
+| 75-76 | Skin drawing       |
+| 77-80 | Stone              |
+| 81-82 | Tattoo             |
+| 83-85 | Thick potion       |
+| 86-88 | Tube of power      |
+| 89-92 | Vellum scroll      |
+| 93-96 | Watery potion      |
+| 97-00 | Wood runeplate     |
+
+### EXAMPLE FANTASY CYPHERS
+
+All of the cyphers in this chapter are manifest and fantastic cyphers.
+
+### FANTASY CYPHERS TABLE
+
+| 01-05 | Acid resistance        |
+|-------|------------------------|
+| 06-11 | Animal control         |
+| 12-18 | Beast shape            |
+| 19-27 | Cold resistance        |
+| 28-34 | Demon ward             |
+| 35-39 | Dragon ward            |
+| 40-44 | Electricity resistance |
+| 45-48 | Elemental conjuration  |
+| 49-57 | Fire resistance        |
+| 58-61 | Giant size             |
+| 62-65 | Instant boat           |
+| 66-68 | Instant tower          |
+| 69-72 | Lycanthrope ward       |
+| 73-76 | Penultimate key        |
+| 77-82 | Poison resistance      |
+| 83-86 | Restorative aura       |
+| 87-89 | Thought listening      |
+| 90-93 | Tiny size              |
+| 94-98 | Undead ward            |
+| 99-00 | Walking corpse         |
+
+### ACID RESISTANCE
+
+Level: 1d6 + 3
+
+Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
+
+### ANIMAL CONTROL
+
+Level: 1d6 + 2
+
+Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
+the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
+out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
+level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
+
+The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
+example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
+the user can't look through its eyes.
+
+"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
+
+Level: 1d6
+
+Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
+determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
+bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
+appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
+table.
+
+The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
+than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
+affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
+normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
+use a healing power or mind blast ability.
+
+After about an hour, the user returns to their normal form.
+
+Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
+noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
+above.
+
+### COLD RESISTANCE
+
+Level: 1d6 + 3
+
+Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
+
+### 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
+
+Level: 1d6
+
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
+magical reptilian creatures.
+
+In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
+
+### ELECTRICITY RESISTANCE
+
+Level: 1d6 + 3
+
+Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
+
+### ELEMENTAL CONJURATION
+
+Level: 1d6
+
+Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
+Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
+
+The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
+does only as commanded.
+
+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
+
+Level: 1d6 + 3
+
+Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
+
+### GIANT SIZE
+
+Level: 1d6
+
+Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
+
+They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
+penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
+
+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
+
+Level: 1d6 + 2
+
+Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
+row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
+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
+
+Level: 1d6 + 3
+
+Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
+tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
+story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
+tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
+pressure against the confining surfaces.
+
+The tower is permanent and immobile once created.
+
+### LYCANTHROPE WARD
+
+Level: 1d6
+
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
+lycanthropes.
+
+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
+
+Level: 1d6 + 2
+
+Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
+targeted item must have a keyhole for the cypher to work.
+
+Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
+
+### POISON RESISTANCE
+
+Level: 1d6 + 3
+
+Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
+
+### RESTORATIVE AURA
+
+Level: 1d6
+
+Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
+sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
+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
+
+Level: 1d6 + 1
+
+Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
+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
+
+Level: 1d6
+
+Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
+Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
+normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
+actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
+first from their Intellect Pool and then, if necessary, from their Might Pool).
+
+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
+
+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
+
+Level: 1d6
+
+Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
+on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
+intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
+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
 
 In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
@@ -19059,23 +18770,6 @@
 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.
 
-### VARIANT RULE: TWO DESCRIPTORS
-
-By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
-human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
-all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
-species descriptor.
-
-Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
-training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
-have any modifier for that skill at all.
-
-### DESCRIPTORS AS SPECIES
-
-If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
-to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
-descriptor.
-
 ### CATFOLK
 
 You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
@@ -19457,6 +19151,243 @@
 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
+
+| Level | Name                   |
+|-------|------------------------|
+| 1     | Goblin\*               |
+| 1     | Shadow                 |
+| 2     | Guard\*                |
+| 2     | Morlock                |
+| 2     | Orc\*                  |
+| 2     | Skeleton\*             |
+| 2     | Wraith                 |
+| 3     | Bard                   |
+| 3     | Berserker              |
+| 3     | Crime boss\*           |
+| 3     | Deinonychus\*          |
+| 3     | Faerie                 |
+| 3     | Giant rat\*            |
+| 3     | Giant spider\*         |
+| 3     | Halfling               |
+| 3     | Harpy                  |
+| 3     | Merfolk                |
+| 3     | Sapient tree           |
+| 3     | Thug\*                 |
+| 3     | Thug\*                 |
+| 3     | Transitional vampire\* |
+| 3     | Zombie\*               |
+| 4     | Deep one\*             |
+| 4     | Devil\*                |
+| 4     | Druid                  |
+| 4     | Dwarf                  |
+| 4     | Elemental, air         |
+| 4     | Elemental, fire        |
+| 4     | Elemental, water       |
+| 4     | Elf                    |
+| 4     | Ghost\*                |
+| 4     | Ghoul\*                |
+| 4     | Giant snake\*          |
+| 4     | Hollow knight          |
+| 4     | Minotour               |
+| 4     | Ogre\*                 |
+| 4     | Paladin                |
+| 4     | Shadow elf\*           |
+| 4     | Thief                  |
+| 4     | Werewolf\*             |
+| 5     | Basilisk               |
+| 5     | Cambion                |
+| 5     | Demon                  |
+| 5     | Elemental, earth\*     |
+| 5     | Fallen angel\*         |
+| 5     | Gorgon                 |
+| 5     | Mi-go\*                |
+| 5     | Necromancer            |
+| 5     | Occultist\*            |
+| 5     | Prince(ss) of summer\* |
+| 5     | Satyr                  |
+| 5     | Soul Eater             |
+| 5     | Wendigo\*              |
+| 5     | Witch\*                |
+| 6     | Assassin\*             |
+| 6     | Blackguard             |
+| 4     | Elemental, water       |
+| 4     | Elemental, water       |
+| 4     | Elf                    |
+| 4     | Ghost\*                |
+| 4     | Ghoul\*                |
+| 4     | Giant snake\*          |
+| 4     | Hollow knight          |
+| 4     | Minotour               |
+| 4     | Ogre\*                 |
+| 4     | Paladin                |
+| 4     | Shadow elf\*           |
+| 4     | Thief                  |
+| 4     | Werewolf\*             |
+| 5     | Basilisk               |
+| 5     | Cambion                |
+| 5     | Demon                  |
+| 5     | Elemental, earth\*     |
+| 5     | Fallen angel\*         |
+| 5     | Gorgon                 |
+| 5     | Mi-go\*                |
+| 5     | Necromancer            |
+| 5     | Occultist\*            |
+| 5     | Prince(ss) of summer\* |
+| 5     | Satyr                  |
+| 5     | Soul Eater             |
+| 5     | Wendigo\*              |
+| 5     | Witch\*                |
+| 6     | Assassin\*             |
+| 6     | Blackguard             |
+| 6     | Chimera\*I             |
+| 6     | Elemental, thorn       |
+| 6     | Golem\*                |
+| 6     | Hag                    |
+| 6     | Jotunn, fire           |
+| 6     | Jotunn, frost          |
+| 6     | Manticore              |
+| 6     | Puppet tree\*          |
+| 6     | Troll                  |
+| 6     | Vampire\*              |
+| 6     | Wyvern                 |
+| 7     | Corrupt mage           |
+| 7     | Cyclops                |
+| 7     | Djinni\*               |
+| 7     | Dragon\*               |
+| 7     | Evil priest            |
+| 7     | Giant\*                |
+| 7     | Hydra                  |
+| 7     | Noble knight           |
+| 7     | Sphinx                 |
+| 7     | Statue, animate\*      |
+| 7     | Tyrannosaurus rex\*    |
+| 7     | Worm that walks        |
+| 8     | Lich                   |
+| 8     | Wizard, mighty\*       |
+| 9     | Demigod\*              |
+| 9     | Demon Lord             |
+| 10    | Kaiju\*                |
+
+\* Creature or NPC found in the Cypher System
+
+### 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
+the default for its level, take that into account at the modified creature's new level.
+
+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
+
+Bat: level 1
+
+Black bear: level 3, attacks as level 4
+
+Blacksmith: level 2, metalworking as level 4; health 8
+
+Cat: level 1, Speed defense as level 3 due to size and quickness
+
+Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
+
+Centaur: level 4; health 15; moves a long distance each round
+
+Crocodile: level 4; Armor 1; swims a short distance each round
+
+Dire wolf: level 4, attacks and perception as level 5; Armor 1
+
+Dog: level 2, perception as level 3
+
+Dog, guard: level 3, attacks and perception as level 4
+
+Elephant: level 5; health 20; Armor 1
+
+Farmer: level 2, animal handling as level 3; health 8
+
+Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
+
+Giant ape: level 3, climbing and attacks as level 4
+
+Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
+succeeds at a Might or Speed defense task
+
+Giant frog: level 3
+
+Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
+
+Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
+Might defense task
+
+Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
+failed Might defense task
+
+Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
+
+Gorilla: level 2, attacks as level 3; damage inflicted 3 points
+
+Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
+
+Grizzly bear: level 5; health 20; Armor 1
+
+Hawk: level 2; flies a long distance each round
+
+Hippogryph: level 3, attacks as level 4; flies a long distance each round.
+
+Horse: level 3; moves a long distance each round
+
+Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
+
+Lion or tiger: level 5, attacks as level 6; Armor 1
+
+Lizardfolk: level 3; Armor 1
+
+Merchant: level 2, haggling and assessment tasks as level 3
+
+Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
+inflicted 7 points
+
+Nymph: level 3, stealth and positive social interactions as level 6
+
+Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
+
+Pterodactyl: level 3; Armor 1; flies a long distance each round
+
+Rat: level 1
+
+Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
+
+Shark: level 3, attacks as level 4; health 15; Armor 2
+
+Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
+
+Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
+action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
+remove poisons up to level 4
+
+Villager: level 1
+
+Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
+
+Warhorse: level 4; moves a long distance each round
+
+Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
+
+health per round (unless recently wounded by silver)
+
+Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
+silver)
+
+Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
+silver)
+
+Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
+recently wounded by silver)
+
+Wolf: level 3, perception as level 4
+
+Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
+
 ### MODERN RULES MODULE
 
 The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
@@ -26372,6 +26303,101 @@
 
 ### FAIRYTALE RULES MODULE
 
+Fairy Tale
+
+The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
+stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
+tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
+of
+far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
+objects that have magical elements.
+
+One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
+wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
+themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
+rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
+and offer fantastic starting points for any number of adventures.
+
+To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
+modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
+talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
+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
+
+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
+in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
+it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
+shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
+growths and built structures become vast and enchanting.
+
+Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
+But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
+its stream, hill, or burrow) slowly becomes mortal and then dies.
+
+When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
+connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
+one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
+powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
+many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
+harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
+but some would fit the bill.
+
+Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
+
+Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
+weapons.
+
+Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
+must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
+
+Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
+until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
+ignore the erlking's Armor
+
+(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
+oak leaves and a cloak of mist.)
+
+Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
+amenable to faerie suggestions for one minute
+
+Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
+a failed Might defense task, hold the victim in place until they can escape
+
+Nymph: level 3, stealth and positive social interactions as level 6
+
+Pixie: level 2, stealth and finding lost items as level 6
+
+Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
+distance across
+
+Talking cat: level 1, knowledge tasks as level 7
+
+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
+
+### 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
+similar item. Come up with your own or roll a quirk on the table below.
+
+|     |                                                                                                                         |
+|-----|-------------------------------------------------------------------------------------------------------------------------|
+| d10 | Quirk                                                                                                                   |
+| 1   | Is sometimes invisible.                                                                                                 |
+| 2   | Cries like a baby if jostled.                                                                                           |
+| 3   | Becomes cold as ice to the touch and emits cold vapor when danger threatens.                                            |
+| 4   | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
+| 5   | Also serves as a key to some magically locked doors and chests.                                                         |
+| 6   | Bites owner with tiny teeth if jostled, dealing 1 point of damage.                                                      |
+| 7   | Always muttering and complaining, though useful warnings and other information can sometimes be gained.                 |
+| 8   | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life.                           |
+| 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
 
 Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
@@ -34042,101 +34068,6 @@
 
 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
 
-Fairy Tale
-
-The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
-stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
-tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
-of
-far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
-objects that have magical elements.
-
-One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
-wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
-themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
-rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
-and offer fantastic starting points for any number of adventures.
-
-To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
-modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
-talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
-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
-
-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
-in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
-it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
-shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
-growths and built structures become vast and enchanting.
-
-Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
-But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
-its stream, hill, or burrow) slowly becomes mortal and then dies.
-
-When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
-connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
-one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
-powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
-many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
-harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
-but some would fit the bill.
-
-Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
-
-Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
-weapons.
-
-Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
-must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
-
-Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
-until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
-ignore the erlking's Armor
-
-(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
-oak leaves and a cloak of mist.)
-
-Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
-amenable to faerie suggestions for one minute
-
-Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
-a failed Might defense task, hold the victim in place until they can escape
-
-Nymph: level 3, stealth and positive social interactions as level 6
-
-Pixie: level 2, stealth and finding lost items as level 6
-
-Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
-distance across
-
-Talking cat: level 1, knowledge tasks as level 7
-
-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
-
-### 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
-similar item. Come up with your own or roll a quirk on the table below.
-
-|     |                                                                                                                         |
-|-----|-------------------------------------------------------------------------------------------------------------------------|
-| d10 | Quirk                                                                                                                   |
-| 1   | Is sometimes invisible.                                                                                                 |
-| 2   | Cries like a baby if jostled.                                                                                           |
-| 3   | Becomes cold as ice to the touch and emits cold vapor when danger threatens.                                            |
-| 4   | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
-| 5   | Also serves as a key to some magically locked doors and chests.                                                         |
-| 6   | Bites owner with tiny teeth if jostled, dealing 1 point of damage.                                                      |
-| 7   | Always muttering and complaining, though useful warnings and other information can sometimes be gained.                 |
-| 8   | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life.                           |
-| 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.                                                               |
-
 Historical
 
 Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
@@ -34353,243 +34284,6 @@
 
 Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
 
-### FANTASY CREATURES AND NPCs BY LEVEL
-
-| Level | Name                   |
-|-------|------------------------|
-| 1     | Goblin\*               |
-| 1     | Shadow                 |
-| 2     | Guard\*                |
-| 2     | Morlock                |
-| 2     | Orc\*                  |
-| 2     | Skeleton\*             |
-| 2     | Wraith                 |
-| 3     | Bard                   |
-| 3     | Berserker              |
-| 3     | Crime boss\*           |
-| 3     | Deinonychus\*          |
-| 3     | Faerie                 |
-| 3     | Giant rat\*            |
-| 3     | Giant spider\*         |
-| 3     | Halfling               |
-| 3     | Harpy                  |
-| 3     | Merfolk                |
-| 3     | Sapient tree           |
-| 3     | Thug\*                 |
-| 3     | Thug\*                 |
-| 3     | Transitional vampire\* |
-| 3     | Zombie\*               |
-| 4     | Deep one\*             |
-| 4     | Devil\*                |
-| 4     | Druid                  |
-| 4     | Dwarf                  |
-| 4     | Elemental, air         |
-| 4     | Elemental, fire        |
-| 4     | Elemental, water       |
-| 4     | Elf                    |
-| 4     | Ghost\*                |
-| 4     | Ghoul\*                |
-| 4     | Giant snake\*          |
-| 4     | Hollow knight          |
-| 4     | Minotour               |
-| 4     | Ogre\*                 |
-| 4     | Paladin                |
-| 4     | Shadow elf\*           |
-| 4     | Thief                  |
-| 4     | Werewolf\*             |
-| 5     | Basilisk               |
-| 5     | Cambion                |
-| 5     | Demon                  |
-| 5     | Elemental, earth\*     |
-| 5     | Fallen angel\*         |
-| 5     | Gorgon                 |
-| 5     | Mi-go\*                |
-| 5     | Necromancer            |
-| 5     | Occultist\*            |
-| 5     | Prince(ss) of summer\* |
-| 5     | Satyr                  |
-| 5     | Soul Eater             |
-| 5     | Wendigo\*              |
-| 5     | Witch\*                |
-| 6     | Assassin\*             |
-| 6     | Blackguard             |
-| 4     | Elemental, water       |
-| 4     | Elemental, water       |
-| 4     | Elf                    |
-| 4     | Ghost\*                |
-| 4     | Ghoul\*                |
-| 4     | Giant snake\*          |
-| 4     | Hollow knight          |
-| 4     | Minotour               |
-| 4     | Ogre\*                 |
-| 4     | Paladin                |
-| 4     | Shadow elf\*           |
-| 4     | Thief                  |
-| 4     | Werewolf\*             |
-| 5     | Basilisk               |
-| 5     | Cambion                |
-| 5     | Demon                  |
-| 5     | Elemental, earth\*     |
-| 5     | Fallen angel\*         |
-| 5     | Gorgon                 |
-| 5     | Mi-go\*                |
-| 5     | Necromancer            |
-| 5     | Occultist\*            |
-| 5     | Prince(ss) of summer\* |
-| 5     | Satyr                  |
-| 5     | Soul Eater             |
-| 5     | Wendigo\*              |
-| 5     | Witch\*                |
-| 6     | Assassin\*             |
-| 6     | Blackguard             |
-| 6     | Chimera\*I             |
-| 6     | Elemental, thorn       |
-| 6     | Golem\*                |
-| 6     | Hag                    |
-| 6     | Jotunn, fire           |
-| 6     | Jotunn, frost          |
-| 6     | Manticore              |
-| 6     | Puppet tree\*          |
-| 6     | Troll                  |
-| 6     | Vampire\*              |
-| 6     | Wyvern                 |
-| 7     | Corrupt mage           |
-| 7     | Cyclops                |
-| 7     | Djinni\*               |
-| 7     | Dragon\*               |
-| 7     | Evil priest            |
-| 7     | Giant\*                |
-| 7     | Hydra                  |
-| 7     | Noble knight           |
-| 7     | Sphinx                 |
-| 7     | Statue, animate\*      |
-| 7     | Tyrannosaurus rex\*    |
-| 7     | Worm that walks        |
-| 8     | Lich                   |
-| 8     | Wizard, mighty\*       |
-| 9     | Demigod\*              |
-| 9     | Demon Lord             |
-| 10    | Kaiju\*                |
-
-\* Creature or NPC found in the Cypher System
-
-### 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
-the default for its level, take that into account at the modified creature's new level.
-
-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
-
-Bat: level 1
-
-Black bear: level 3, attacks as level 4
-
-Blacksmith: level 2, metalworking as level 4; health 8
-
-Cat: level 1, Speed defense as level 3 due to size and quickness
-
-Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
-
-Centaur: level 4; health 15; moves a long distance each round
-
-Crocodile: level 4; Armor 1; swims a short distance each round
-
-Dire wolf: level 4, attacks and perception as level 5; Armor 1
-
-Dog: level 2, perception as level 3
-
-Dog, guard: level 3, attacks and perception as level 4
-
-Elephant: level 5; health 20; Armor 1
-
-Farmer: level 2, animal handling as level 3; health 8
-
-Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
-
-Giant ape: level 3, climbing and attacks as level 4
-
-Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
-succeeds at a Might or Speed defense task
-
-Giant frog: level 3
-
-Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
-
-Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
-Might defense task
-
-Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
-failed Might defense task
-
-Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
-
-Gorilla: level 2, attacks as level 3; damage inflicted 3 points
-
-Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
-
-Grizzly bear: level 5; health 20; Armor 1
-
-Hawk: level 2; flies a long distance each round
-
-Hippogryph: level 3, attacks as level 4; flies a long distance each round.
-
-Horse: level 3; moves a long distance each round
-
-Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
-
-Lion or tiger: level 5, attacks as level 6; Armor 1
-
-Lizardfolk: level 3; Armor 1
-
-Merchant: level 2, haggling and assessment tasks as level 3
-
-Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
-inflicted 7 points
-
-Nymph: level 3, stealth and positive social interactions as level 6
-
-Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
-
-Pterodactyl: level 3; Armor 1; flies a long distance each round
-
-Rat: level 1
-
-Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
-
-Shark: level 3, attacks as level 4; health 15; Armor 2
-
-Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
-
-Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
-action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
-remove poisons up to level 4
-
-Villager: level 1
-
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-
-Warhorse: level 4; moves a long distance each round
-
-Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
-
-health per round (unless recently wounded by silver)
-
-Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
-silver)
-
-Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
-silver)
-
-Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
-recently wounded by silver)
-
-Wolf: level 3, perception as level 4
-
-Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-
 ### CREATURES
 
 ### ABOMINATION 5 (15)
@@ -37940,6 +37634,282 @@
 GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
 possibly dropping gear and weapons along the way.
 
+### SUPERVILLIANS
+
+People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
+supervillains. These supervillains use the same format as the Creatures chapter.
+
+### ANATHEMA 7 (21)
+
+The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
+claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
+as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
+
+Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
+failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
+he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
+troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
+the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
+memories.)
+
+(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
+his modifications and other stats.)
+
+Motive: Accumulate wealth, live on the edge
+
+Environment: Anywhere vast wealth can be stolen
+
+Health: 70
+
+Damage Inflicted: 12 points
+
+Movement: Short; a few miles (5 km) per leap
+
+Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
+
+Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
+dealing damage to all creatures within immediate range of his target.
+
+Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
+round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
+to visibly swell with muscle.
+
+Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
+negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
+doesn't know how he became the way he is, and he wants to recover his missing memories.
+
+Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
+figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
+fighting Anathema is to lead or move him somewhere with a low population density.)
+
+Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
+expensive items, 1d6 cyphers, and possibly an artifact.
+
+GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
+
+### DOCTOR DREAD 7 (21)
+
+Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
+enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
+uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
+individuals, governments, corporations, or superheroes.
+
+Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
+Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
+lab accident, Alicia's fianc<span dir="rtl">é</span> was slain, and Alicia was disfigured and driven slightly insane, so
+much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
+into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
+animation.
+
+(Doctor Dread is usually accompanied by a handful of robot minions.)
+
+(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
+
+(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
+into her modifications and other stats.)
+
+Motive: Accumulate wealth; reanimate dead flesh
+
+Environment: Wherever money can be extorted
+
+Health: 40
+
+Damage Inflicted: 7 points
+
+Armor: 4
+
+Movement: Short; long when flying
+
+Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
+level 10
+
+Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
+days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
+
+*Barricade:* Establish an immobile, two-dimensional field
+of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
+
+*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
+chosen when she uses the power) for ten minutes
+
+*Fade:* Become invisible for one minute, or until she makes an attack
+
+*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
+
+Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
+but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
+
+Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
+held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
+
+Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
+cutting-edge biological research equipment.
+
+GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
+predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
+
+### MAGNETAR 8 (24)
+
+Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
+research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
+manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
+villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
+
+In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
+immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
+type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
+millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
+taken from it (its twin), but it can't remember what. It has decided to blame the humans.
+
+(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
+figured into its modifications and other stats.)
+
+Motive: Revenge; regain memory
+
+Environment: Almost anywhere, searching for what it has lost
+
+Health: 50
+
+Damage Inflicted: 12 points
+
+Armor: 8
+
+Movement: Short; long when magnetically levitating
+
+Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
+electromagnetic manipulation as level 11
+
+Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
+is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
+including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
+it can see within its area of influence. When it throws such a large object as part of an attack, the target and
+everything within short range of the target takes 10 points of damage.
+
+Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
+old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
+
+Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
+display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
+but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
+
+Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
+its body. The bounty amount is outrageous, but then again, so is Magnetar.
+
+GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
+stripped from them and become stuck to a nearby metallic buttress.
+
+### MISTER GENOCIDE 5 (15)
+
+Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
+touch can kill, but if he wishes it, so can his spittle or even his breath.
+
+Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
+power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
+head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
+other criminals.
+
+When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
+which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
+
+Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
+poison that Genocide constantly emits.
+
+(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
+shifts are already figured into his modifications and other stats.)
+
+Motive: Accumulate power
+
+Environment: Anywhere crime lords congregate
+
+Health: 15
+
+Damage Inflicted: 5 points; see Combat
+
+Armor: 1
+
+Movement: Short
+
+Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
+
+Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
+(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
+until the victim succeeds at a Might defense roll.
+
+Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
+as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
+each round.
+
+Mister Genocide is immune to most venoms, toxins, and poisons.
+
+Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
+enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
+
+Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
+crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
+
+Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
+knives, needles, and vials.
+
+GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
+Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
+
+### WRATH 6 (18)
+
+The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
+perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
+artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
+mastermind whose assassins are just one layer of the organization she controls.
+
+Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
+trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
+leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
+she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
+and longevity.
+
+Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
+relishes being present when particularly important adversaries are brought down.
+
+(Assassin of Wrath: level 4, stealth as level 7)
+
+(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
+figured into her modifications and other stats.)
+
+Motive: Save the world
+
+Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
+
+Health: 36
+
+Damage Inflicted: 8 points
+
+Armor: 1
+
+Movement: Short
+
+Modifications: Stealth, attacks, and Speed defense as level 8
+
+Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
+she can attack two foes as a single action every round.
+
+Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
+way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
+the Demon that is engraved across her back.
+
+Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
+amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
+end. However, she is not one to betray her word.
+
+Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
+initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
+and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
+
+Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
+possibly one or two artifacts.
+
+GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
+the PCs and demand their surrender.
+
 ### TROLL 6 (18)
 
 A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
@@ -38656,282 +38626,6 @@
 been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
 zombie.
 
-### SUPERVILLIANS
-
-People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
-supervillains. These supervillains use the same format as the Creatures chapter.
-
-### ANATHEMA 7 (21)
-
-The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
-claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
-as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
-
-Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
-failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
-he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
-troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
-the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
-memories.)
-
-(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
-his modifications and other stats.)
-
-Motive: Accumulate wealth, live on the edge
-
-Environment: Anywhere vast wealth can be stolen
-
-Health: 70
-
-Damage Inflicted: 12 points
-
-Movement: Short; a few miles (5 km) per leap
-
-Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
-
-Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
-dealing damage to all creatures within immediate range of his target.
-
-Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
-round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
-to visibly swell with muscle.
-
-Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
-negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
-doesn't know how he became the way he is, and he wants to recover his missing memories.
-
-Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
-figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
-fighting Anathema is to lead or move him somewhere with a low population density.)
-
-Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
-expensive items, 1d6 cyphers, and possibly an artifact.
-
-GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
-
-### DOCTOR DREAD 7 (21)
-
-Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
-enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
-uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
-individuals, governments, corporations, or superheroes.
-
-Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
-Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
-lab accident, Alicia's fianc<span dir="rtl">é</span> was slain, and Alicia was disfigured and driven slightly insane, so
-much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
-into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
-animation.
-
-(Doctor Dread is usually accompanied by a handful of robot minions.)
-
-(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
-
-(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
-into her modifications and other stats.)
-
-Motive: Accumulate wealth; reanimate dead flesh
-
-Environment: Wherever money can be extorted
-
-Health: 40
-
-Damage Inflicted: 7 points
-
-Armor: 4
-
-Movement: Short; long when flying
-
-Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
-level 10
-
-Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
-days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-
-*Barricade:* Establish an immobile, two-dimensional field
-of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
-
-*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
-chosen when she uses the power) for ten minutes
-
-*Fade:* Become invisible for one minute, or until she makes an attack
-
-*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
-
-Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
-but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
-
-Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
-held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
-
-Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
-cutting-edge biological research equipment.
-
-GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
-predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
-
-### MAGNETAR 8 (24)
-
-Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
-research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
-manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
-villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
-
-In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
-immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
-type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
-millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
-taken from it (its twin), but it can't remember what. It has decided to blame the humans.
-
-(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
-figured into its modifications and other stats.)
-
-Motive: Revenge; regain memory
-
-Environment: Almost anywhere, searching for what it has lost
-
-Health: 50
-
-Damage Inflicted: 12 points
-
-Armor: 8
-
-Movement: Short; long when magnetically levitating
-
-Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
-electromagnetic manipulation as level 11
-
-Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
-is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
-including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
-it can see within its area of influence. When it throws such a large object as part of an attack, the target and
-everything within short range of the target takes 10 points of damage.
-
-Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
-old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
-
-Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
-display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
-but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
-
-Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
-its body. The bounty amount is outrageous, but then again, so is Magnetar.
-
-GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
-stripped from them and become stuck to a nearby metallic buttress.
-
-### MISTER GENOCIDE 5 (15)
-
-Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
-touch can kill, but if he wishes it, so can his spittle or even his breath.
-
-Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
-power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
-head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
-other criminals.
-
-When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
-which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
-
-Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
-poison that Genocide constantly emits.
-
-(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
-shifts are already figured into his modifications and other stats.)
-
-Motive: Accumulate power
-
-Environment: Anywhere crime lords congregate
-
-Health: 15
-
-Damage Inflicted: 5 points; see Combat
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
-
-Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
-(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
-until the victim succeeds at a Might defense roll.
-
-Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
-as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
-helpless as they cough and gag. The inhalant poison does not continue to inflict damage
-each round.
-
-Mister Genocide is immune to most venoms, toxins, and poisons.
-
-Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
-enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
-
-Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
-crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
-
-Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
-knives, needles, and vials.
-
-GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
-Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
-
-### WRATH 6 (18)
-
-The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
-perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
-artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
-mastermind whose assassins are just one layer of the organization she controls.
-
-Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
-trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
-leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
-she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
-and longevity.
-
-Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
-relishes being present when particularly important adversaries are brought down.
-
-(Assassin of Wrath: level 4, stealth as level 7)
-
-(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
-figured into her modifications and other stats.)
-
-Motive: Save the world
-
-Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
-
-Health: 36
-
-Damage Inflicted: 8 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Stealth, attacks, and Speed defense as level 8
-
-Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
-she can attack two foes as a single action every round.
-
-Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
-way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
-the Demon that is engraved across her back.
-
-Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
-amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
-end. However, she is not one to betray her word.
-
-Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
-initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
-and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
-
-Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
-possibly one or two artifacts.
-
-GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
-the PCs and demand their surrender.
-
 ## NPCs
 
 The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
@@ -39381,287 +39075,6 @@
 level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
 the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
 
-### 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
-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
-
-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.
-
-To randomly determine a manifest cypher's form, roll on the following table.
-
-| d100  | Cypher Form        |
-|-------|--------------------|
-| 01-02 | Bone runeplate     |
-| 03-04 | Book page          |
-| 05-07 | Bottle of powder   |
-| 08-09 | Brand              |
-| 10-12 | Brick              |
-| 13-15 | Carved bone        |
-| 16-18 | Carved stick       |
-| 19-20 | Carved tooth       |
-| 21-23 | Chalky potion      |
-| 30-33 | Clay runeplate     |
-| 34-37 | Crystal            |
-| 38-39 | Elaborate scar     |
-| 40-42 | Envelope of powder |
-| 43-44 | Fuming potion      |
-| 45-47 | Glass              |
-| 48-50 | Leaf               |
-| 51-54 | Leather scroll     |
-| 55-57 | Metal runeplate    |
-| 58-60 | Oily potion        |
-| 61-62 | Paper scroll       |
-| 63-66 | Papyrus scroll     |
-| 67-71 | Parchment scroll   |
-| 72-74 | Pouch of powder    |
-| 75-76 | Skin drawing       |
-| 77-80 | Stone              |
-| 81-82 | Tattoo             |
-| 83-85 | Thick potion       |
-| 86-88 | Tube of power      |
-| 89-92 | Vellum scroll      |
-| 93-96 | Watery potion      |
-| 97-00 | Wood runeplate     |
-
-### EXAMPLE FANTASY CYPHERS
-
-All of the cyphers in this chapter are manifest and fantastic cyphers.
-
-### FANTASY CYPHERS TABLE
-
-| 01-05 | Acid resistance        |
-|-------|------------------------|
-| 06-11 | Animal control         |
-| 12-18 | Beast shape            |
-| 19-27 | Cold resistance        |
-| 28-34 | Demon ward             |
-| 35-39 | Dragon ward            |
-| 40-44 | Electricity resistance |
-| 45-48 | Elemental conjuration  |
-| 49-57 | Fire resistance        |
-| 58-61 | Giant size             |
-| 62-65 | Instant boat           |
-| 66-68 | Instant tower          |
-| 69-72 | Lycanthrope ward       |
-| 73-76 | Penultimate key        |
-| 77-82 | Poison resistance      |
-| 83-86 | Restorative aura       |
-| 87-89 | Thought listening      |
-| 90-93 | Tiny size              |
-| 94-98 | Undead ward            |
-| 99-00 | Walking corpse         |
-
-### ACID RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
-### ANIMAL CONTROL
-
-Level: 1d6 + 2
-
-Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
-the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
-out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
-level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
-The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
-example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
-the user can't look through its eyes.
-
-"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
-
-Level: 1d6
-
-Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
-determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
-bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
-appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
-table.
-
-The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
-than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
-affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
-normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
-use a healing power or mind blast ability.
-
-After about an hour, the user returns to their normal form.
-
-Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
-noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
-above.
-
-### COLD RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
-### 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
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
-magical reptilian creatures.
-
-In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
-### ELECTRICITY RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
-### ELEMENTAL CONJURATION
-
-Level: 1d6
-
-Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
-Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-
-The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
-does only as commanded.
-
-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
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
-### GIANT SIZE
-
-Level: 1d6
-
-Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-
-They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
-penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-
-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
-
-Level: 1d6 + 2
-
-Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
-row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
-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
-
-Level: 1d6 + 3
-
-Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
-tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
-story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
-tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
-pressure against the confining surfaces.
-
-The tower is permanent and immobile once created.
-
-### LYCANTHROPE WARD
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
-lycanthropes.
-
-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
-
-Level: 1d6 + 2
-
-Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
-targeted item must have a keyhole for the cypher to work.
-
-Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
-### POISON RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
-### RESTORATIVE AURA
-
-Level: 1d6
-
-Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
-sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
-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
-
-Level: 1d6 + 1
-
-Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
-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
-
-Level: 1d6
-
-Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
-Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
-normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
-actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
-first from their Intellect Pool and then, if necessary, from their Might Pool).
-
-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
-
-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
-
-Level: 1d6
-
-Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
-on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
-intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
-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.
-
 ### MANIFEST CYPHERS
 
 Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
@@ -48625,6 +48038,161 @@
 
 ### FANTASY RULES MODULES
 
+### 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
+Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
+
+Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
+Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
+magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
+powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
+Fire. For a healer, choose Works Miracles.
+
+Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
+
+Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
+Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
+of Strength, and Rages.
+
+Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
+element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
+Masters Spells.
+
+Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
+
+Cleric (death): Consorts With the Dead, Shepherds Spirits
+
+Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
+
+Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
+
+Cleric (light): Blazes With Radiance, Channels Divine Blessings
+
+Cleric (storm): Rides the Lightning, Thunders
+
+Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
+
+Cleric (war): Masters Weaponry (also see options for fighters)
+
+Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
+probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
+focus, but for more specific options, see the following foci:
+
+Druid (animal companion): Controls Beasts, Masters the Swarm
+
+Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
+Ice
+
+Druid (nature affinity): Speaks for the Land
+
+Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
+
+Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
+focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
+fighting role, see the following:
+
+Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
+Bastion.
+
+Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
+
+Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
+
+Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
+
+Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
+having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
+Justice, and Operates Undercover.
+
+Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
+merchant character, but the more obvious choice would be a Speaker.
+
+Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
+
+Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
+Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
+the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
+
+Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
+(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
+
+Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
+(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
+
+Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
+study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
+Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
+spells. For sorcerers of various magical bloodlines, see the following:
+
+Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
+
+Sorcerer (destiny): Descends From Nobility, Was Foretold
+
+Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
+
+Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
+Lightning, Wears a Sheen of Ice
+
+Sorcerer (fey): Takes Animal Shape\*
+
+Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
+
+Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
+
+Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
+Entertains.
+
+War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
+an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
+Enchanted Weapon\*.
+
+Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
+make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
+interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
+Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
+just as well.
+
+Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
+flavor. The best focus that suits this theme is Uses Wild Magic\*.
+
+Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
+opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
+(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
+For more specific kinds of wizards, see the following:
+
+Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
+
+Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
+
+Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
+Mental Powers, Leads
+
+Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
+
+Wizard (illusionist): Awakens Dreams, Crafts Illusions
+
+Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
+
+Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
+
+#### 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
+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
+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.
+
 ### AWARDING TREASURE
 
 It's best to think of gold and magic as two different kinds of currencies that characters have access to.
@@ -49089,6 +48657,411 @@
 (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.
 
+#### 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).
+
+Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
+giant lizard or rhinoceros.
+
+Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
+movement than full plate at the cost of some protection.
+
+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
+
+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
+
+Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
+mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
+Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
+dwarven smiths know how to make it).
+
+Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
+mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
+(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
+elven smiths know how to make it).
+
+Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
+
+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
+fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
+kinds of armor.
+
+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
+armor, but easier to make, especially by resource-poor crafters.
+
+Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
+concept.
+
+Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
+against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
+
+Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
+mail."
+
+Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
+System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
+
+| Light Armor         | Armor     | Speed Effort Additional Cost | Price    |
+|---------------------|-----------|------------------------------|----------|
+| Heavy cloth         | 1\*       | 0                            | 3 gp     |
+| Hides and furs      | 1         | 1                            | 10 gp    |
+| Leather jerkin      | 1         | 1                            | 10 gp    |
+| Padded              | 1\*       | 0                            | 5 gp     |
+| Medium Armor        | Armor     | Speed Effort Additional Cost | Price    |
+| Beastskin           | 2         | 2                            | 10 gp    |
+| Breastplate         | 2         | 2                            | 400 gp   |
+| Brigandine          | 2         | 2                            | 200 gp   |
+| Chainmail           | 2         | 2                            | 75 gp    |
+| Dwarven breastplate | 2         | 1                            | 8,000 gp |
+| Elven chainmail     | 2         | 0                            | 8,000 gp |
+| Heavy Armor         | Armor     | Speed Effort Additional Cost | Price    |
+| Full plate          | 3         | 0                            | 1,500 gp |
+| Scale               | 3         | 0                            | 50 gp    |
+| Shield              | asset\*\* |                              | 10 gp    |
+
+\* Only against piercing and slashing attacks
+
+\*\* Using a shield provides the wearer with an asset on Speed defense tasks
+
+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
+
+Battleaxe: A wooden pole with a blade on one end.
+
+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
+
+Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
+it.
+
+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
+
+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
+
+Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
+crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
+reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
+
+Dagger: A very short blade for stabbing or slicing.
+
+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
+
+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
+
+Greatsword: A two-handed version of the broadsword.
+
+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
+sledgehammer).
+
+Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
+You need two hands to load it.
+
+Handaxe: A light, one-handed axe that's good for melee or throwing.
+
+Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
+reload.
+
+Heavy mace: A larger, two-handed version of a mace.
+
+Javelin: A light spear that's designed to be thrown.
+
+Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
+fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
+that's spherical, flanged, or knobbed.
+
+Maul: A larger version of the hammer, such as a sledgehammer.
+
+Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
+You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
+of their physical actions are hindered until they take an action to remove it.
+
+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
+
+Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
+pulling an opponent from their mount.
+
+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
+
+Rapier: A light sword with a thin blade used for stabbing and slashing.
+
+Scimitar: A medium-length sword with a strongly curved blade.
+
+Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
+as a weapon.
+
+Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
+cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
+to load it. Action to reload.
+
+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
+
+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
+
+Trident: A three-pronged spear, often used for spear fishing.
+
+Unarmed: A typical punch, kick, or other weaponless attack.
+
+Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
+
+| Light Weapons (2 points of damage)  | Price   | Notes                           |
+|-------------------------------------|---------|---------------------------------|
+| Blowgun                             | 5 gp    | Short range                     |
+| Blowgun darts (20)                  | 1 gp    |                                 |
+| Dagger                              | 2 gp    | Can be thrown up to short range |
+| Hand crossbow                       | 75 gp   | Short range                     |
+| Crossbow bolts (20)                 | 1 gp    |                                 |
+| Handaxe                             | 5 gp    | Can be thrown up to short range |
+| Net                                 | 1 gp    | Can be thrown up to short range |
+| Rapier                              | 25 gp   |                                 |
+| Sickle                              | 1 gp    | Short range                     |
+| Sling                               | 1 sp    | Short range                     |
+| Sling bullets (20)                  | 5 cp    |                                 |
+| Throwing dart                       | 5 cp    | Short range                     |
+| Unarmed (punch, kick, etc)          | –       |                                 |
+| Whip                                | 2 gp    |                                 |
+| Medium Weapons (4 points of damage) | Price   | Notes                           |
+| Battleaxe                           | 10 gp   |                                 |
+| Bow                                 | 30 gp   | Long range                      |
+| Arrows (20)                         | 1 gp    |                                 |
+| Broadsword                          | 15 gp   |                                 |
+| Club                                | 1 sp    |                                 |
+| Crank crossbow                      | 250 gp  | Long range                      |
+| Crossbow bolts (20)                 | 1 gp    |                                 |
+| Light crossbow                      | 25 gp   | Long range                      |
+| Crossbow bolts (20)                 | 1 gp    |                                 |
+| Flail                               | 10 gp   |                                 |
+| Hammer                              | 15 gp   |                                 |
+| Javelin                             | 5 sp    | Can be thrown up to long range  |
+| Mace                                | 10 gp   |                                 |
+| Pick                                | 10 gp   |                                 |
+| Polearm                             | 10 gp   |                                 |
+| Quarterstaff                        | 2 sp    |                                 |
+| Scimitar                            | 25 gp   |                                 |
+| Spear                               | 1 gp    | Can be thrown up to long range  |
+| Trident                             | 5 gp    |                                 |
+| Heavy Weapons (6 points of damage)  | Price   | Notes                           |
+| Greataxe                            | 30 gp   |                                 |
+| Greatsword                          | 50 gp   |                                 |
+| Heavy crossbow                      | 50 gp   | Long range                      |
+| Crossbow bolts (20)                 | 1 gp    |                                 |
+| Heavy mace                          | 15 gp   |                                 |
+| Maul                                | 10 gp   |                                 |
+
+### 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.
+
+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
+clothes, boots, and three torches.
+
+Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
+
+Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
+grants an asset for identifying potion cyphers and similar mysterious liquids.
+
+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
+
+Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
+string, 3 feet (1 m) of metal wire, and a handful of nails.
+
+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
+
+Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
+on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
+assumes the character has already read the book and is looking for relevant information).
+
+Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
+covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
+were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
+Speed defense roll or take 2 points of Speed damage (ignores Armor).
+
+Candle: A candle burns for one hour and creates dim light in an immediate area.
+
+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
+
+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
+
+Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
+
+Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
+parts are reusable, but the kit runs out after about five uses.
+
+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
+creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
+
+Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
+lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
+four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
+
+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
+traps.
+
+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
+common set of manacles is level 5.
+
+Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
+with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
+surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
+terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
+roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
+of fire damage (ignores Armor) on anyone in or moving through the area.
+
+Signal horn: This horn can be heard up to a mile away.
+
+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
+
+Tent: This has enough room for two humans or three smaller people.
+
+Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
+light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
+hit something
+
+| Item                         | Price     |
+|------------------------------|-----------|
+| Acid (flask)                 | 25 gp     |
+| Adventuring pack             | 6 gp      |
+| Alchemist fire (flask)       | 50 gp     |
+| Alchemist tools              | 50 go     |
+| Backpack                     | 2 gp      |
+| Bag of heavy tools           | 25 gp     |
+| Bag of light tools           | 10 gp     |
+| Battering arm                | 10 gp     |
+| Bedroll                      | 1 gp      |
+| Book                         | 25 gp     |
+| Caltrops, bag                | 1 gp      |
+| Candle                       | 1 sp      |
+| Climbing kit                 | 25 gp     |
+| Crowbar                      | 2 gp      |
+| Disguising kit               | 25 gp     |
+| Grappling hook               | 2 gp      |
+| Healing kit                  | 5 gp      |
+| Hourglass                    | 25 gp     |
+| Ink (flask)                  | 10 gp     |
+| Ink pen                      | 2 cp      |
+| Iron spikes (10)             | 1 gp      |
+| Ladder (10 ft/3m)            | 1 sp      |
+| Lamp                         | 5 sp      |
+| Lantern                      | 5 gp      |
+| Lockpicks                    | 25 gp     |
+| Manacles                     | 2 gp      |
+| Mirror                       | 5gp       |
+| Musical instrument           | 2-50 gp   |
+| Oil (flask)                  | 1 cp      |
+| Piton                        | 5 cp      |
+| Pole, wooden                 | 5 cp      |
+| Pouch or other small rations | 5 sp      |
+| Rations (1 day)              | 5 sp      |
+| Rope (50 ft./15m)            | 1 gp      |
+| Sack                         | 1 cp      |
+| Signal horn                  | 2 gp      |
+| Spyglass                     | 1,0000 gp |
+| Tent                         | 2 gp      |
+| Torch                        | 1 cp      |
+| Waterskin                    | 2 sp      |
+
+### Miscellaneous Items and Services
+
+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
+probably a feast for a crowd, with the finest foods and drink available.
+
+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
+personal services (such as massages and grooming) included.
+
+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
+clothing (and jewelry) when they go to their elite galas.
+
+Other sorts of miscellaneous items can be found in the Genre chapter.
+
+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.
+
+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
+an apron and a belt for holding tools.
+
+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
+styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
+
+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
+
+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
+bard, juggler, or acrobat.
+
+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
+various activities and environments.
+
+Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
+meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
+times as much.
+
+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
+
+Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
+
+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
+hood.
+
+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
+interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
+representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
+mystical aspects of wizard clothing.
+
+| Item                  | Price |
+|-----------------------|-------|
+| Artisan's outfit      | 2 gp  |
+| Ascetic's outfit      | 1 gp  |
+| Cold-weather outfit   | 6 gp  |
+| Entertainer's costume | 3 gp  |
+| Explorer's outfit     | 8 gp  |
+| Fancy outfit          | 25 gp |
+| Peasant's outfit      | 1 sp  |
+| Priestly vestments    | 5 gp  |
+| Traveler's outfit     | 2 gp  |
+| Wizard's outfit       | 5 gp  |
+
+### FOOD AND LODGING
+
+| Item                 | Price |
+|----------------------|-------|
+| Ale, gallon          | 2 sp  |
+| Ale, mug             | 4 cp  |
+| Banquet (1 person)   | 10 gp |
+| Bread, loaf          | 2 cp  |
+| Inn stay (per night) |       |
+| Good                 | 8 sp  |
+| Common               | 5 sp  |
+| Poor                 | 1 sp  |
+| Meals (per day)      |       |
+| Good                 | 5 sp  |
+| Common               | 3 sp  |
+| Poor                 | 6 cp  |
+| Meat (one serving)   | 3 sp  |
+| Wine (bottle)        | 10 gp |
+| Wine (pitcher)       | 2 sp  |
+
 ### CHARACTER OPTIONS
 
 ### MODERN MAGIC CHARACTER OPTIONS
