--- _tmp/ccsrd.md	2025-07-21 14:21:00.277321833 -0500
+++ _tmp/ccsrd.new.md	2025-07-21 14:20:56.534297903 -0500
@@ -29352,10 +29352,6 @@
 roll. If it's a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines
 the difficulty of your roll.
 
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty).
-:::
-
 ##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object}
 
 [(Cypher System Rulebook, page 229)]{.og-ref}
@@ -75097,33 +75093,6 @@
 
   : Graduated Difficulty Effects
 :::
-
-##### Passive Difficulty [#](#passive-difficulty){.og-h-anchor aria-hidden="true"} {#passive-difficulty .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *The Flow of Information* [(416)]{.og-ref} and *Failure to Notice* [(417)]{.og-ref}.
-
-Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the
-PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything
-about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the
-[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable
-[skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the
-PC's favor.
-
-For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast
-Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that
-provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals
-6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party
-member---as almost a passive [routine action](#routine-actions).
-
-Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges,
-abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and
-since the start of the game. The GM should strive to be generous with information---after all, information and answers
-are two very different things, and a well-informed party can make more compelling choices about what they do next.
-Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM
-intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs
-rather than withhold critical information.
 :::
 
 ------------------------------------------------------------------------------------------------------------------------
@@ -77726,7 +77695,6 @@
 -   [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -78001,8 +77969,8 @@
 -   Adjudicating [(412)]{.og-ref}
 -   Logic [(413)]{.og-ref}
 -   Dice Rolling [(414)]{.og-ref}
--   [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
--   [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
+-   The Flow of Information [(416)]{.og-ref}
+-   Failure to Notice [(417)]{.og-ref}
 -   [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
 -   [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
 -   [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
