--- _tmp/ccsrd.md	2025-07-20 19:29:10.639416198 -0500
+++ _tmp/ccsrd.new.md	2025-07-20 19:28:47.212268559 -0500
@@ -51220,8 +51220,6 @@
 
 Optional Rules
 
--   [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
-    [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
 -   [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref}
 -   [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref}
@@ -52011,49 +52009,6 @@
 with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should
 grant the PCs more or fewer power shifts at the game's start.
 
-##### Optional Rule: Gaining Superpowers After Character Creation [#](#optional-rule-power-shifts-after-character-creation){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact,
-it's not necessary for every PC in the group to have anywhere near the same number of [power
-shifts](#optional-rule-power-shifts). If a PC gains superpowers in the course of the story, the GM can use these rules.
-If you enjoy this rules module, consider purchasing [The
-Origin](https://www.montecookgames.com/store/product/the-origin/){.og-icon .og-mcg}.
-
--   **Super-Focus:** If a [modern](#chapter-14-modern) PC with a [mundane focus](#mundane-foci) gains superpowers, the
-    nature of their new powers can be realized by choosing a \"super-focus\" in one of the following ways:
-
-    -   *Become Super.* The PC makes their existing focus \"super\". The GM should allow them choose at least one
-        low-tier [ability](#choose-abilities) from [Chapter 9: Abilities](#chapter-9-abilities) to help complete their
-        superpower package.
-
-    -   *Second Focus.* The PC gains a second super-[focus](#choose-focus). Any [power
-        shifts](#optional-rule-power-shifts) gained can't be applied to their first focus, and when they advance to a
-        new tier, only the second super-focus provides new abilities to the PC.
-
-    -   *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active.
-
--   **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power
-    shifts](#optional-rule-power-shifts).
-    The GM might also decide how some or all of the PC's power
-    shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of
-    the die.
-
--   **Mastering New Powers:** Learning to use superpowers can be tricky. Until PCs complete a [character
-    arc](#choose-character-arc) like [Learn](#arc-learn), the GM might assign the PC an inability when using their
-    fledgling powers, or raise the [GM intrusion](#gm-intrusion) rate for the PC. GM intrusions might take the form of
-    accidental or uncontrollable manifestation of superpowers.
-
--   **Other Changes:** Gaining powers might cause other dramatic changes in a PC. Most begin a new [character
-    arc](#choose-character-arc), but some might change their [descriptor](#choose-descriptor), [type](#choose-type), or
-    gain a [flavor](#choose-flavor).
-
--   **Supers Gain an XP Advance:** To set increase the baseline between PCs with and without superpowers even further,
-    use the optional [starting at tier 0](#optional-rule-starting-at-tier-0) rules for normal PCs, and use the optional
-    [XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for
-    superpowered PCs.
-
 ------------------------------------------------------------------------------------------------------------------------
 
 #### Power Stunts [#](#superhero-power-stunts){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts}
@@ -81773,8 +81728,6 @@
 -   [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
 -   [Familiars](#familiars) [(IOM, 94)]{.og-ref}
 -   [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
--   [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
-    [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref}
 -   [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref}
 -   [Mutations](#choose-mutations) [(RR, 75)]{.og-ref}
@@ -82782,11 +82735,9 @@
 
 Optional Rules
 
--   [Second Focus](#optional-rule-power-shifts-after-character-creation) [(ORIG, 10)]{.og-ref}
--   [Dynamic or Static Power Shift Selection](#optional-rule-power-shifts-after-character-creation) [(ORIG,
-    14)]{.og-ref}
--   [Flameout Mode: Intrusions for Inexperienced Power Use](#optional-rule-power-shifts-after-character-creation)
-    [(ORIG, 17)]{.og-ref}
+-   Second Focus [(ORIG, 10)]{.og-ref}
+-   Dynamic or Static Power Shift Selection [(ORIG, 14)]{.og-ref}
+-   Flameout Mode: Intrusions for Inexperienced Power Use [(ORIG, 17)]{.og-ref}
 
 Running the Game
 
