--- _tmp/ccsrd.md	2025-07-21 13:02:29.199901784 -0500
+++ _tmp/ccsrd.new.md	2025-07-21 13:49:37.303250349 -0500
@@ -28424,7 +28424,6 @@
 -   [Exposure](#exposure) [(RR, 62)]{.og-ref}
 -   [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
 -   [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
--   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Starvation](#starvation) [(RR, 63)]{.og-ref}
 :::
 
@@ -28543,8 +28542,7 @@
 :::
 
 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage) and the optional rules for
-[Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions).
+**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage).
 :::
 
 ##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
@@ -28652,8 +28650,8 @@
 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
 **Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special
 Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap
-Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), [Serious Injuries and
-Conditions](#horror-rules-serious-injuries-and-conditions), [Radiation Sickness](#disease-radiation-sickness), and
+Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons),
+[Radiation Sickness](#disease-radiation-sickness), and
 [Creating Challenging Encounters](#creating-challenging-encounters). Additionally, [We Are All Mad
 Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg} contains a section on Mental
 Health in Games [(WAAMH, 159)]{.og-ref}.
@@ -29436,8 +29434,7 @@
 points, that's a difficulty 3 task with a target number of 9.
 
 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and
-Conditions](#horror-rules-serious-injuries-and-conditions).
+**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage).
 :::
 
 ##### Interacting with Creatures [#](#action-interacting-with-creatures){.og-h-anchor aria-hidden="true"} {#action-interacting-with-creatures}
@@ -34393,7 +34390,6 @@
 Related Sections
 
 -   [Hazards](#choose-hazards) [(217)]{.og-ref}
--   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
 :::
 
 [(Godforsaken, page 76)]{.og-ref}
@@ -45598,7 +45594,6 @@
 -   [Poor Choices](#horror-rules-poor-choices) [(SA, 94)]{.og-ref}
 -   [Possession](#horror-rules-possession) [(GF, 69)]{.og-ref}[(SA, 95)]{.og-ref}
 -   [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
--   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
 -   [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
 
@@ -46390,109 +46385,6 @@
 separate notes about what the original and the duplicate know.
 :::
 
-##### Serious Injuries and Conditions [#](#horror-rules-serious-injuries-and-conditions){.og-h-anchor aria-hidden="true"} {#horror-rules-serious-injuries-and-conditions}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Some injuries linger---for example, those gained from accumulated stress, [special
-damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
-1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
-condition.
-
--   **Serious Injuries:** When PC descends on [the damage track](#the-damage-track) and gains a serious injury, they
-    can't just use a [recovery roll](#recovery-roll) to restore the damage track.
-
-    -   *Impaired.* Healing a serious injury and restoring an impaired PC on the damage track requires 1 hour for the
-        attempt, and a successful [healing](#action-healing) task with a suggested baseline difficulty of 6. An impaired
-        PC attempting to heal their own serious injury is hindered. On a failure, the injured PC must rest for at least
-        an hour before another attempt. Medical care---for example, the services of qualified personnel with special
-        equipment found in a hospital, hall of healing, or starship med-bay---bypasses the need for a roll. After a
-        successful healing task or receiving medical care, once the impaired PC has recovered all available
-        [Pool](#pool) points, they can use their next ten-hour [recovery roll](#recovery-roll) to move up [the damage
-        track](#the-damage-track).
-
-    -   *Debilitated.* A debilitated PC with a serious injury probably requires medical care to recover. If a
-        debilitated PC has recovered all available [Pool](#pool) points, they might be able to move up [the damage
-        track](#the-damage-track) in as little as two days of rest (determined by the GM). Medical care halves the
-        amount of recovery time needed.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Some players will retire a PC who is affected by a serious injury for an extended length of time. If the GM wishes to
-include serious injuries in the game, they should gain [consent](#horror-rules-consent) from players before narrating
-any gory details.
-:::
-
--   **Conditions:** The GM determines a condition's effects on the PC, and how---or if---the condition can be
-    [removed](#removing-conditions). The GM might allow a PC to temporarily ignore a condition by succeeding on a task
-    assigned by the GM, [spending 1 XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or through
-    [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}.
-
-::: table-responsive
-  d10   Condition    Effects                                                                                                                                                                                                  Examples
-  ----- ------------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-  1     Atrophied    Ongoing damage inflicted to Might, Speed, or Intellect [Pools](#pool) that ignores [Armor](#rules-armor)---once each turn, once every minute, once every ten minutes, once each hour, or once each day   Bleeding, disease, poison, gas, extreme temperatures, brain swelling, neural degeneration---acid, disintegration, hypoxia, hyperoxia, psychic disease
-  2     Disabled     Specific [skill](#modifying-the-difficulty-skills) tasks hindered by one or more steps                                                                                                                   Sprained ankle, light concussion, macular degeneration, hearing loss---blindness, deafness
-  3     Disrupted    Specific [type](#choose-type) or [focus](#choose-focus) abilities are hindered by one or more steps                                                                                                      Medical care might be able to remove this condition immediately---the condition might be physical or spiritual in nature
-  4     Hindered     Might, Speed, or Intellect tasks hindered by one or more steps                                                                                                                                           One stat for disease, poison, or venom---two stats for severe burns or frostbite, tissue damage due, irradiation---three stats for toxic exposure
-  5     Imperiled    [GM intrusion](#gm-intrusion) rate increased by 1 or more---perhaps for only Might, Speed, or Intellect tasks                                                                                            Allergies, seizures, curses---the PC's consciousness might leave their body, experience visions, or perform only certain tasks---another entity might gain control of the PC
-  6     Reduced      [Effort](#effort) score reduced by 1 or more                                                                                                                                                             Addiction, depression, iron deficiency---rapid aging (or de-aging), desiccation, loss of mojo, ethereality, shrinking
-  7     Restricted   Movement speed, one or more movement or physical attack tasks hindered by one or more steps---the PC might need to succeed on a Might, Speed, or Intellect task in order to perform certain actions      Broken bone, torn ligament, nerve damage---paralysis, petrification, slow, concussion, electrocution
-  8     Vulnerable   Might, Speed, or Intellect [defense tasks](#action-defend-defense-tasks) hindered by one or more steps                                                                                                   Drugs, sensory overload, stun---charms, hallucinations, psychic drain
-  9     Weakened     Might, Speed, or Intellect [Edge](#edge) reduced by 1 or more (can cause [weakness](#drawbacks-and-penalties))                                                                                           Potent toxins, tuberculosis, radiation sickness---exposure to vacuum, wandering sickness
-  10    Withered     Might, Speed, or Intellect [Pool](#pool) maximums reduced by 1 or more points                                                                                                                            Dehydration, malnutrition---magical drain
-
-  : Conditions
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Removing Conditions [#](#removing-conditions){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Some conditions heal on their own, and some require medical care. If the condition isn't too serious, a PC can use a
-[recovery roll](#recovery-rolls) of a minimum length (determined by the GM) to end a condition instead of regaining
-[Pool](#pool) points. Here are a few other options for more serious conditions:
-
--   **Natural:** The condition ends on its own after a number of [recovery rolls](#recovery-rolls) or days. For example,
-    a sprained ankle might hinder a PC's movement tasks by two steps until after their next one-hour recovery roll, and
-    still hinder such tasks for one step until after their next ten-hour recovery roll and succeed on a difficulty 3
-    Might [defense task](#action-defend-defense-tasks).
-
--   **Interventionist:** The condition requires a successful [healing](#action-healing) task by the PC or an ally. For
-    example, a PC might be able to pop their own dislocated shoulder back in with a successful difficulty 5 Might task.
-    Removing a piece of shrapnel embedded in the heart might require someone else perform a difficulty 10 healing
-    task---likely requiring [skill](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets) like
-    capable assistance and sterile facilities and surgical equipment, and uninterrupted time and
-    [Effort](#modifying-the-difficulty-effort).
-
--   **Supernatural:** The condition requires a healing task that is impossible without the aid of specific assets---a
-    [Catholicon](#cypher-catholicon) cypher, a [high-tech device](#superhero-modifying-high-tech-devices), otherworldly
-    [artifact](#choose-artifacts), [ritual magic](#ritual-magic), or [Divine
-    Intervention](#ability-divine-intervention){.og-ability}.
-
--   **Lengthy:** If the condition reduced multiple values from Pool points, Effort score, or hindered tasks by more than
-    one step, the recovery might be incremental. The PC might pursue the [Recover from a Wound (or
-    Trauma)](#arc-recover-from-a-wound-or-trauma) or [Develop Coping Strategies](#arc-develop-coping-strategies)
-    character arcs.
-
-###### Injury and Disability [#](#injury-and-disability){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-PCs or NPCs might have congenital conditions, or gain a condition over the course of their lives---the ravages of age,
-if nothing else. As is outlined in the [drawbacks and penalties](#drawbacks-and-penalties) section of [Chapter 4:
-Creating Your Character](#chapter-4-creating-your-character), consider pairing inabilities---or disabilities---with
-strengths in new and different [skills](#skills). For example, a congenitally blind PC might have a well-developed sense
-of hearing they use to navigate the world---developing a special ability like
-[Echolocation](#ability-echolocation){.og-ability}. Other conditions can be mitigated with specific
-[equipment](#choose-equipment) or [artifacts](#choose-artifacts)---glasses, hearing aids, prosthetics, and wheelchairs
-are just a few [modern](#chapter-14-modern) examples.
-
-Many conditions don't affect a person all the time or even every day, making them ill-suited to applying the effects
-above. Chronic conditions---especially those with acute effects, including angina, anxiety, asthma, diabetes,
-lupus---are probably best realized through the occasional [GM intrusion](#gm-intrusion) instead.
-:::
-
 ##### Shock [#](#horror-rules-shock){.og-h-anchor aria-hidden="true"} {#horror-rules-shock}
 
 [(Stay Alive!, page 98)]{.og-ref}
