diff --git a/patches/base/048-finish-header-organization.patch b/patches/base/048-finish-header-organization.patch
new file mode 100644
index 0000000..68cfa5d
--- /dev/null
+++ b/patches/base/048-finish-header-organization.patch
@@ -0,0 +1,1795 @@
+--- _tmp/ccsrd.md 2025-06-13 08:03:03.565873888 -0500
++++ _tmp/ccsrd.new.md 2025-06-13 08:17:09.529023716 -0500
+@@ -44239,8 +44239,6 @@
+
+ Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
+
+-### CREATURES
+-
+ ### ABOMINATION 5 (15)
+
+ An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
+@@ -50731,7 +50729,7 @@
+ Movement: Short
+
+ Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
+-### 1
++1
+
+ Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
+ a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
+@@ -51647,7 +51645,7 @@
+ Movement: Short
+
+ Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
+-### 4
++4
+
+ Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
+
+@@ -54531,13 +54529,13 @@
+ subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
+ cyphers are just suggestions for a typical campaign setting.)
+
+-### ADHESION
++#### ADHESION
+
+ Level: 1d6
+
+ Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
+
+-### AGE TAKER
++#### AGE TAKER
+
+ Level: 1d6 + 4
+
+@@ -54546,20 +54544,20 @@
+ physiological age past the age of
+ twenty-three.
+
+-### ANALEPTIC
++#### ANALEPTIC
+
+ Level: 1d6 + 2
+
+ Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
+
+-### ANTIVENOM
++#### ANTIVENOM
+
+ Level: 1d6 + 2
+
+ Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
+ ongoing effects, if any, already in the user's system).
+
+-### ARMOR REINFORCER
++#### ARMOR REINFORCER
+
+ Level: 1d6 + 1
+
+@@ -54574,14 +54572,14 @@
+ | 5 | +2 to Armor, +5 against damage from cold |
+ | 6 | +2 to Armor, +5 against damage from acid |
+
+-### ATTRACTOR
++#### ATTRACTOR
+
+ Level: 1d6 + 4
+
+ Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
+ higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
+
+-### BANISHING
++#### BANISHING
+
+ Level: 1d6
+
+@@ -54589,14 +54587,14 @@
+ teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
+ actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
+
+-### BEST TOOL
++#### BEST TOOL
+
+ Level: 1d6
+
+ Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
+ assets.
+
+-### BLACKOUT
++#### BLACKOUT
+
+ Level: 1d6 + 2
+
+@@ -54604,7 +54602,7 @@
+ or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
+ sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
+
+-### BLINKING
++#### BLINKING
+
+ Level: 1d6
+
+@@ -54612,19 +54610,19 @@
+ they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
+ and their foe is not, the user's defenses are eased for one round after they teleport.
+
+-### BURST OF SPEED
++#### BURST OF SPEED
+
+ Level: 1d6
+
+ Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
+
+-### CATHOLICON
++#### CATHOLICON
+
+ Level: 1d6 + 2
+
+ Effect: Cures any disease of the cypher level or lower.
+
+-### CHEMICAL FACTORY
++#### CHEMICAL FACTORY
+
+ Level: 1d6
+
+@@ -54649,7 +54647,7 @@
+ | 86–95 | Increases Intellect Edge by 1 for one hour |
+ | 96–00 | Restores all Pools to full |
+
+-### COMPREHENSION
++#### COMPREHENSION
+
+ Level: 1d6 + 1
+
+@@ -54658,7 +54656,7 @@
+ could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
+ the cypher no longer counts against the number of cyphers that a PC can bear.
+
+-### CONDITION REMOVER
++#### CONDITION REMOVER
+
+ Level: 1d6 + 3
+
+@@ -54688,7 +54686,7 @@
+ | 19 | Stiff neck |
+ | 20 | Viral infection |
+
+-### CONTINGENT ACTIVATOR
++#### CONTINGENT ACTIVATOR
+
+ Level: 1d6 + 2
+
+@@ -54699,7 +54697,7 @@
+ particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
+ number of cyphers a PC can carry.
+
+-### CONTROLLED BLINKING
++#### CONTROLLED BLINKING
+
+ Level: 1d6 + 2
+
+@@ -54707,27 +54705,27 @@
+ they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
+ not, the user's defenses are eased for one round after they teleport.
+
+-### CURATIVE
++#### CURATIVE
+
+ Level: 1d6 + 2
+
+ Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
+
+-### CURSE BRINGER
++#### CURSE BRINGER
+
+ Level: 1d6 + 1
+
+ Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
+ victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
+
+-### DARKSIGHT
++#### DARKSIGHT
+
+ Level: 1d6
+
+ Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
+ could instead make the user specialized in low-light spotting.)
+
+-### DEATH BRINGER
++#### DEATH BRINGER
+
+ Level: 1d6
+
+@@ -54735,14 +54733,14 @@
+ make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
+ character instead moves down one step on the damage track.
+
+-### DENSITY
++#### DENSITY
+
+ Level: 1d6
+
+ Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
+ increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
+
+-### DETONATION
++#### DETONATION
+
+ Level: 1d6 + 2
+
+@@ -54761,7 +54759,7 @@
+ | 51–75 | Fire |
+ | 76–00 | Shrapnel |
+
+-### DETONATION (CREATURE)
++#### DETONATION (CREATURE)
+
+ Level: 1d6 + 1
+
+@@ -54769,7 +54767,7 @@
+ teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
+ and attacks the closest target. After about one minute, the creature vanishes.
+
+-### DETONATION (DESICCATING)
++#### DETONATION (DESICCATING)
+
+ Level: 1d6 + 2
+
+@@ -54777,14 +54775,14 @@
+ moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
+ vaporized.
+
+-### DETONATION (FLASH)
++#### DETONATION (FLASH)
+
+ Level: 1d6 + 2
+
+ Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
+ within it for one minute (ten minutes if the cypher is level 4 or higher).
+
+-### DETONATION (GRAVITY)
++#### DETONATION (GRAVITY)
+
+ Level: 1d6 + 2
+
+@@ -54792,14 +54790,14 @@
+ damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
+ crushed to the ground for one round and cannot take physical actions.
+
+-### DETONATION (GRAVITY INVERSION)
++#### DETONATION (GRAVITY INVERSION)
+
+ Level: 1d6 + 1
+
+ Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
+ within long range of the explosion.
+
+-### DETONATION (MASSIVE)
++#### DETONATION (MASSIVE)
+
+ Level: 1d6 + 2
+
+@@ -54815,14 +54813,14 @@
+ | 51–75 | Fire |
+ | 76–00 | Shrapnel |
+
+-### DETONATION (MATTER DISRUPTION)
++#### DETONATION (MATTER DISRUPTION)
+
+ Level: 1d6 + 4
+
+ Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
+ nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
+
+-### DETONATION (PRESSURE)
++#### DETONATION (PRESSURE)
+
+ Level: 1d6 + 2
+
+@@ -54830,7 +54828,7 @@
+ impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
+ pounds (9 kg) per cypher level.
+
+-### DETONATION (SINGULARITY)
++#### DETONATION (SINGULARITY)
+
+ Level: 10
+
+@@ -54841,14 +54839,14 @@
+
+ (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
+
+-### DETONATION (SONIC)
++#### DETONATION (SONIC)
+
+ Level: 1d6 + 2
+
+ Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
+ all in an immediate radius for ten minutes per cypher level.
+
+-### DETONATION (SPAWN)
++#### DETONATION (SPAWN)
+
+ Level: 1d6 + 2
+
+@@ -54866,7 +54864,7 @@
+ | 51–75 | Fire |
+ | 76–00 | Shrapnel |
+
+-### DETONATION (WEB)
++#### DETONATION (WEB)
+
+ Level: 1d6 + 2
+
+@@ -54877,13 +54875,13 @@
+ (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
+ same result.)
+
+-### DISARM
++#### DISARM
+
+ Level: 1d6 + 1
+
+ Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
+
+-### DISGUISE MODULE
++#### DISGUISE MODULE
+
+ Level: 1d6 + 2
+
+@@ -54892,7 +54890,7 @@
+ person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
+ to look like themselves again before the end of the duration.
+
+-### DISRUPTING
++#### DISRUPTING
+
+ Level: 1d6
+
+@@ -54900,14 +54898,14 @@
+ that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
+ than the cypher's level, it loses its next action; otherwise its next action is hindered.
+
+-### EAGLESEYE
++#### EAGLESEYE
+
+ Level: 1d6
+
+ Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
+ the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
+
+-### EFFECT RESISTANCE
++#### EFFECT RESISTANCE
+
+ Level: 1d6 + 1
+
+@@ -54917,7 +54915,7 @@
+ defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
+ attacking them with this kind of effect must succeed on two attack rolls to harm them.)
+
+-### EFFORT ENHANCER (COMBAT)
++#### EFFORT ENHANCER (COMBAT)
+
+ Level: 1d6 + 1
+
+@@ -54926,7 +54924,7 @@
+ of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
+ ends.
+
+-### EFFORT ENHANCER (NONCOMBAT)
++#### EFFORT ENHANCER (NONCOMBAT)
+
+ Level: 1d6
+
+@@ -54934,13 +54932,13 @@
+ a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
+ normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
+
+-### ENDURING SHIELD
++#### ENDURING SHIELD
+
+ Level: 1d6 + 4
+
+ Effect: For the next day, the user has an asset to Speed defense rolls.
+
+-### EQUIPMENT CACHE
++#### EQUIPMENT CACHE
+
+ Level: 1d6 + 1
+
+@@ -54948,7 +54946,7 @@
+ level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
+ nature allows only a single use (such as with a grenade).
+
+-### FARSIGHT
++#### FARSIGHT
+
+ Level: 1d6 + 1
+
+@@ -54956,20 +54954,20 @@
+ galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
+ location and viewing their current location once per round.
+
+-### FIREPROOFING
++#### FIREPROOFING
+
+ Level: 1d6 + 4
+
+ Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
+
+-### FLAME-RETARDANT WALL
++#### FLAME-RETARDANT WALL
+
+ Level: 1d6
+
+ Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher
+ level. The plane conforms to the space available. Flames passing through the plane are extinguished.
+
+-### FORCE CUBE
++#### FORCE CUBE
+
+ Level: 1d6 + 3
+
+@@ -54977,7 +54975,7 @@
+ planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
+ air within for trapped creatures to breathe for the hour it lasts.)
+
+-### FORCE FIELD
++#### FORCE FIELD
+
+ Level: 1d6
+
+@@ -54988,28 +54986,28 @@
+
+ (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
+
+-### FORCE SCREEN PROJECTOR
++#### FORCE SCREEN PROJECTOR
+
+ Level: 1d6 + 3
+
+ Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms
+ to the space available.
+
+-### FORCE SHIELD PROJECTOR
++#### FORCE SHIELD PROJECTOR
+
+ Level: 1d6 + 3
+
+ Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
+ to Armor if the cypher is level 5 or higher).
+
+-### FRICTION REDUCER
++#### FRICTION REDUCER
+
+ Level: 1d6
+
+ Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
+ level, movement tasks in the area are hindered by three steps.
+
+-### FRIGID WALL
++#### FRIGID WALL
+
+ Level: 1d6 + 2
+
+@@ -55017,7 +55015,7 @@
+ equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
+ ten minutes.
+
+-### GAS BOMB
++#### GAS BOMB
+
+ Level: 1d6 + 2
+
+@@ -55038,7 +55036,7 @@
+ | 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
+ | 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
+
+-### GRAVITY NULLIFIER
++#### GRAVITY NULLIFIER
+
+ Level: 1d6 + 3
+
+@@ -55046,7 +55044,7 @@
+ horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
+ pounds (23 kg) per level of the cypher.
+
+-### GRAVITY-NULLIFYING APPLICATION
++#### GRAVITY-NULLIFYING APPLICATION
+
+ Level: 1d6 + 2
+
+@@ -55054,14 +55052,14 @@
+ cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
+ down).
+
+-### HEAT ATTACK
++#### HEAT ATTACK
+
+ Level: 1d6
+
+ Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
+ that inflicts 2 additional points of damage.
+
+-### HUNTER/SEEKER
++#### HUNTER/SEEKER
+
+ Level: 1d6
+
+@@ -55078,7 +55076,7 @@
+ | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
+ | 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
+
+-### IMAGE PROJECTOR
++#### IMAGE PROJECTOR
+
+ Level: 1d6
+
+@@ -55122,7 +55120,7 @@
+
+
+
+-### INFERNO WALL
++#### INFERNO WALL
+
+ Level: 1d6 + 2
+
+@@ -55130,7 +55128,7 @@
+ equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
+ ten minutes.
+
+-### INFILTRATOR
++#### INFILTRATOR
+
+ Level: 1d6
+
+@@ -55139,7 +55137,7 @@
+ major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic
+ signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier.
+
+-### INFORMATION SENSOR
++#### INFORMATION SENSOR
+
+ Level: 1d6 + 2
+
+@@ -55148,7 +55146,7 @@
+ name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
+ information).
+
+-### INSTANT SERVANT
++#### INSTANT SERVANT
+
+ Level: 1d6
+
+@@ -55164,7 +55162,7 @@
+
+ The servant operates for one hour per cypher level.
+
+-### INSTANT SHELTER
++#### INSTANT SHELTER
+
+ Level: 1d6 + 3
+
+@@ -55173,13 +55171,13 @@
+ feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is
+ permanent and immobile once created.
+
+-### INTELLECT BOOSTER
++#### INTELLECT BOOSTER
+
+ Level: 1d6 + 2
+
+ Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
+
+-### INTELLIGENCE ENHANCEMENT
++#### INTELLIGENCE ENHANCEMENT
+
+ Level: 1d6
+
+@@ -55187,7 +55185,7 @@
+ clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
+ the subsequent hour, the strain hinders the same tasks by two steps.
+
+-### KNOWLEDGE ENHANCEMENT
++#### KNOWLEDGE ENHANCEMENT
+
+ Level: 1d6
+
+@@ -55212,7 +55210,7 @@
+ | 91–95 | Riding |
+ | 96–00 | Sneaking |
+
+-### LIGHTNING WALL
++#### LIGHTNING WALL
+
+ Level: 1d6 + 2
+
+@@ -55220,7 +55218,7 @@
+ equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
+ ten minutes.
+
+-### MACHINE CONTROL
++#### MACHINE CONTROL
+
+ Level: 1d6 + 2
+
+@@ -55229,7 +55227,7 @@
+ activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once
+ the device is chosen, it cannot be changed.
+
+-### MAGNETIC ATTACK DRILL
++#### MAGNETIC ATTACK DRILL
+
+ Level: 1d6 + 2
+
+@@ -55237,7 +55235,7 @@
+ inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
+ attack is eased.
+
+-### MAGNETIC MASTER
++#### MAGNETIC MASTER
+
+ Level: 1d6 + 2
+
+@@ -55246,14 +55244,14 @@
+ example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
+ rounds per cypher level.
+
+-### MAGNETIC SHIELD
++#### MAGNETIC SHIELD
+
+ Level: 1d6 + 2
+
+ Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items
+ already in the area when the device is activated are slowly pushed out.
+
+-### MANIPULATION BEAM
++#### MANIPULATION BEAM
+
+ Level: 1d6 + 2
+
+@@ -55264,7 +55262,7 @@
+ Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
+ at a distance, which would make some infiltration and hacking jobs easier.)
+
+-### MATTER TRANSFERENCE RAY
++#### MATTER TRANSFERENCE RAY
+
+ Level: 1d6 + 3
+
+@@ -55273,13 +55271,13 @@
+ appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
+ user's).
+
+-### MEDITATION AID
++#### MEDITATION AID
+
+ Level: 1d6 + 2
+
+ Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
+
+-### MEMORY SWITCH
++#### MEMORY SWITCH
+
+ Level: 1d6 + 2
+
+@@ -55287,7 +55285,7 @@
+ that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding
+ hour.
+
+-### MENTAL SCRAMBLER
++#### MENTAL SCRAMBLER
+
+ Level: 1d6 + 2
+
+@@ -55310,14 +55308,14 @@
+ | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
+ | 99–00 | Victims' ethics are inverted. |
+
+-### METAL DEATH
++#### METAL DEATH
+
+ Level: 1d6 + 2
+
+ Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that
+ it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).
+
+-### MIND MELD
++#### MIND MELD
+
+ Level: 1d6 + 1
+
+@@ -55328,7 +55326,7 @@
+ communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
+ might vary based on the ability used.)
+
+-### MIND-RESTRICTING WALL
++#### MIND-RESTRICTING WALL
+
+ Level: 1d6 + 2
+
+@@ -55336,13 +55334,13 @@
+ conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or
+ until slapped awake or damaged.
+
+-### MIND STABILIZER
++#### MIND STABILIZER
+
+ Level: 1d6
+
+ Effect: The user gains +5 to Armor against Intellect damage.
+
+-### MONOBLADE
++#### MONOBLADE
+
+ Level: 1d6 + 2
+
+@@ -55350,7 +55348,7 @@
+ level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
+ The blade lasts for ten minutes.
+
+-### MONOHORN
++#### MONOHORN
+
+ Level: 1d6 + 3
+
+@@ -55361,7 +55359,7 @@
+ (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
+ but doesn't interfere with their senses.)
+
+-### MOTION SENSOR
++#### MOTION SENSOR
+
+ Level: 1d6 + 2
+
+@@ -55369,7 +55367,7 @@
+ creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and
+ size of the creatures or objects in motion.
+
+-### NULL FIELD
++#### NULL FIELD
+
+ Level: 1d6 + 3
+
+@@ -55388,20 +55386,20 @@
+ | 85–95 | Blunt force |
+ | 96–00 | Slashing and piercing |
+
+-### NULLIFICATION RAY
++#### NULLIFICATION RAY
+
+ Level: 1d6 + 3
+
+ Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or
+ special ability.
+
+-### NUTRITION AND HYDRATION
++#### NUTRITION AND HYDRATION
+
+ Level: 1d6 + 1
+
+ Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
+
+-### PERFECT MEMORY
++#### PERFECT MEMORY
+
+ Level: 1d6
+
+@@ -55409,13 +55407,13 @@
+ recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter
+ a complex code, or do something else that happens quickly.
+
+-### PERFECTION
++#### PERFECTION
+
+ Level: 1d6 + 2
+
+ Effect: The user treats their next action as if they had rolled a natural 20.
+
+-### PERSONAL ENVIRONMENT FIELD
++#### PERSONAL ENVIRONMENT FIELD
+
+ Level: 1d6 + 2
+
+@@ -55424,13 +55422,13 @@
+ flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred
+ environment of a nonhuman, nonterrestrial creature.
+
+-### PHASE CHANGER
++#### PHASE CHANGER
+
+ Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time,
+ they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical
+ attacks or be physically attacked.
+
+-### PHASE DISRUPTOR
++#### PHASE DISRUPTOR
+
+ Level: 1d6 + 2
+
+@@ -55438,7 +55436,7 @@
+ equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass
+ through it as if it were not there, although one cannot see through it, and it blocks light.
+
+-### POISON (EMOTION)
++#### POISON (EMOTION)
+
+ Level: 1d6 + 2
+
+@@ -55456,7 +55454,7 @@
+ | 86–95 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. |
+ | 96–00 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely. |
+
+-### POISON (EXPLOSIVE)
++#### POISON (EXPLOSIVE)
+
+ Level: 1d6 + 1
+
+@@ -55474,7 +55472,7 @@
+ | 61–80 | The victim comes within long range of the detonator. |
+ | 81–00 | The victim is no longer within long range of the detonator. |
+
+-### POISON (MIND CONTROLLING)
++#### POISON (MIND CONTROLLING)
+
+ Level: 1d6 + 2
+
+@@ -55520,28 +55518,28 @@
+
+
+
+-### POISON (MIND DISRUPTING)
++#### POISON (MIND DISRUPTING)
+
+ Level: 1d6 + 2
+
+ Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
+ equal to the cypher's level.
+
+-### PSYCHIC COMMUNIQUE
++#### PSYCHIC COMMUNIQUE
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a one-time,
+ one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
+
+-### RADIATION SPIKE
++#### RADIATION SPIKE
+
+ Level: 1d6 + 4
+
+ Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
+ to the cypher's level.
+
+-### RAY EMITTER
++#### RAY EMITTER
+
+ Level: 1d6 + 2
+
+@@ -55571,35 +55569,35 @@
+ | 88–93 | Molecular bond disruption |
+ | 94–00 | Concentrated cold |
+
+-### RAY EMITTER (COMMAND)
++#### RAY EMITTER (COMMAND)
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
+ forces a target to obey the next verbal command given (if it is understood) for one round per cypher level.
+
+-### RAY EMITTER (FEAR)
++#### RAY EMITTER (FEAR)
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
+ causes the target to flee in terror for one minute.
+
+-### RAY EMITTER (FRIEND SLAYING)
++#### RAY EMITTER (FRIEND SLAYING)
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
+ causes the target to attack its nearest ally for one round.
+
+-### RAY EMITTER (MIND DISRUPTING)
++#### RAY EMITTER (MIND DISRUPTING)
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
+ equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
+
+-### RAY EMITTER (NUMBING)
++#### RAY EMITTER (NUMBING)
+
+ Level: 1d6 + 2
+
+@@ -55607,28 +55605,28 @@
+ that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce
+ numbness that lasts for one hour.
+
+-### RAY EMITTER (PARALYSIS)
++#### RAY EMITTER (PARALYSIS)
+
+ Level: 1d6 + 2
+
+ Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A
+ small number of these devices (5%) induce paralysis that lasts for one hour.
+
+-### REALITY SPIKE
++#### REALITY SPIKE
+
+ Level: 1d6 + 4
+
+ Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but
+ then it is ruined.
+
+-### REFLEX ENHANCER
++#### REFLEX ENHANCER
+
+ Level: 1d6
+
+ Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient,
+ defusing a bomb, and so on—are eased by two steps for one hour.
+
+-### REJUVENATOR
++#### REJUVENATOR
+
+ Level: 1d6 + 2
+
+@@ -55640,7 +55638,7 @@
+ | 51–75 | Speed Pool |
+ | 76–00 | Intellect Pool |
+
+-### REMEMBERING
++#### REMEMBERING
+
+ Level: 1d6
+
+@@ -55648,14 +55646,14 @@
+ per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
+ number.
+
+-### REMOTE VIEWER
++#### REMOTE VIEWER
+
+ Level: 1d6
+
+ Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of
+ the distance between them.
+
+-### REPAIR UNIT
++#### REPAIR UNIT
+
+ Level: 1d10
+
+@@ -55664,21 +55662,21 @@
+ are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is
+ 1d100 + 20 minutes.
+
+-### REPEATER
++#### REPEATER
+
+ Level: 1d6 + 1
+
+ Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
+ weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
+
+-### REPEL
++#### REPEL
+
+ Level: 1d6 + 1
+
+ Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five
+ rounds to move away quickly.
+
+-### RETALIATION
++#### RETALIATION
+
+ Level: 1d6
+
+@@ -55686,7 +55684,7 @@
+ (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is
+ required by the user.
+
+-### SECRET
++#### SECRET
+
+ Level: 1d6 + 2
+
+@@ -55696,7 +55694,7 @@
+ future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a
+ question above its level.
+
+-### SHEEN
++#### SHEEN
+
+ Level: 1d6
+
+@@ -55704,7 +55702,7 @@
+ Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
+ during this time; all recovery rolls suffer a –1 penalty.
+
+-### SHOCK ATTACK
++#### SHOCK ATTACK
+
+ Level: 1d6
+
+@@ -55712,14 +55710,14 @@
+ electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the
+ cypher is level 6 or higher).
+
+-### SHOCKER
++#### SHOCKER
+
+ Level: 1d6 + 4
+
+ Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
+ cypher's level.
+
+-### SKILL BOOST
++#### SKILL BOOST
+
+ Level: 1d6
+
+@@ -55745,7 +55743,7 @@
+ | 99 | Carrying |
+ | 00 | Escaping |
+
+-### SLAVE MAKER
++#### SLAVE MAKER
+
+ Level: 1d6 + 2
+
+@@ -55755,14 +55753,14 @@
+ 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.)
+
+-### SLEEP INDUCER
++#### SLEEP INDUCER
+
+ Level: 1d6
+
+ Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an
+ extremely loud noise.
+
+-### SNIPER MODULE
++#### SNIPER MODULE
+
+ Level: 1d6
+
+@@ -55770,13 +55768,13 @@
+ (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
+ than very long has its range doubled.
+
+-### SOLVENT
++#### SOLVENT
+
+ Level: 1d10
+
+ Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
+
+-### SONIC HOLE
++#### SONIC HOLE
+
+ Level: 1d6 + 2
+
+@@ -55786,14 +55784,14 @@
+ (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey
+ and sneaking past enemies.)
+
+-### SOUND DAMPENER
++#### SOUND DAMPENER
+
+ Level: 1d6 + 2
+
+ Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions
+ by all creatures in the area.
+
+-### SPATIAL WARP
++#### SPATIAL WARP
+
+ Level: 1d6 + 4
+
+@@ -55801,13 +55799,13 @@
+ no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
+ important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
+
+-### SPEED BOOST
++#### SPEED BOOST
+
+ Level: 1d6 + 2
+
+ Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
+
+-### SPY
++#### SPY
+
+ Level: 1d6 + 2
+
+@@ -55819,7 +55817,7 @@
+ detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
+ creatures and objects in short range.
+
+-### STASIS KEEPER
++#### STASIS KEEPER
+
+ Level: 1d6
+
+@@ -55827,26 +55825,26 @@
+ An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
+ memory of the period of inactivity.
+
+-### STIM
++#### STIM
+
+ Level: 1d6
+
+ Effect: Eases the user's next action taken by three steps.
+
+-### STRENGTH BOOST
++#### STRENGTH BOOST
+
+ Level: 1d6 + 2
+
+ Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
+
+-### STRENGTH ENHANCER
++#### STRENGTH ENHANCER
+
+ Level: 1d6
+
+ Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open
+ elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour.
+
+-### SUBDUAL FIELD
++#### SUBDUAL FIELD
+
+ Level: 1d6 + 3
+
+@@ -55856,49 +55854,49 @@
+ for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and
+ after leaving it).
+
+-### TELEPATHY
++#### TELEPATHY
+
+ Level: 1d6 + 2
+
+ Effect: For one hour, the device enables
+ long-range mental communication with anyone the user can see.
+
+-### TELEPORTER (BOUNDER)
++#### TELEPORTER (BOUNDER)
+
+ Level: 1d6 + 2
+
+ Effect: User teleports up to 100 × the cypher level in feet to a location they can see. They
+ arrive safely with their possessions but cannot take anything else with them.
+
+-### TELEPORTER (INTERSTELLAR)
++#### TELEPORTER (INTERSTELLAR)
+
+ Level: 1d6 + 4
+
+ Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely
+ with their possessions but cannot take anything else with them.
+
+-### TELEPORTER (PLANETARY)
++#### TELEPORTER (PLANETARY)
+
+ Level: 1d6 + 4
+
+ Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely
+ with their possessions but cannot take anything else with them.
+
+-### TELEPORTER (TRAVELER)
++#### TELEPORTER (TRAVELER)
+
+ Level: 1d6 + 4
+
+ Effect: User teleports up to 100 × the cypher level in miles to a location they have previously
+ visited or seen. They arrive safely with their possessions but cannot take anything else with them.
+
+-### TEMPORAL VIEWER
++#### TEMPORAL VIEWER
+
+ Level: 1d6 + 4
+
+ Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred
+ at the current location up to one year prior. The user specifies the time period shown by the viewer.
+
+-### TIME DILATION (DEFENSIVE)
++#### TIME DILATION (DEFENSIVE)
+
+ Level: 1d6
+
+@@ -55906,14 +55904,14 @@
+ inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
+ the cypher is level 6 or higher).
+
+-### TIME DILATION (OFFENSIVE)
++#### TIME DILATION (OFFENSIVE)
+
+ Level: 1d6
+
+ Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed,
+ easing their attacks by two steps (three steps if the cypher is level 6 or higher).
+
+-### TISSUE REGENERATION
++#### TISSUE REGENERATION
+
+ Level: 1d6 + 4
+
+@@ -55926,7 +55924,7 @@
+ scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only
+ 1d6 points over the hour duration.)
+
+-### TRACER
++#### TRACER
+
+ Level: 1d6
+
+@@ -55934,7 +55932,7 @@
+ launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is
+ level 3 or higher, in the same dimension if the cypher is level 6 or higher).
+
+-### TRICK EMBEDDER
++#### TRICK EMBEDDER
+
+ Level: 1d6
+
+@@ -55942,7 +55940,7 @@
+ higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long
+ range, and so on). The trick must be designated when the cypher is activated.
+
+-### UNINTERRUPTIBLE POWER SOURCE
++#### UNINTERRUPTIBLE POWER SOURCE
+
+ Level: 1d6 + 4
+
+@@ -55955,7 +55953,7 @@
+ power requirement, a car engine is a level
+ 5 power requirement, and a starship is a level 10 power requirement.
+
+-### VANISHER
++#### VANISHER
+
+ Level: 1d6 + 2
+
+@@ -55964,7 +55962,7 @@
+ ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking
+ an action to focus on hiding their position.
+
+-### VISAGE CHANGER
++#### VISAGE CHANGER
+
+ Level: 1d6
+
+@@ -55972,28 +55970,28 @@
+ human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
+ higher). The change takes ten minutes to apply and lasts for twenty-four hours.
+
+-### VISUAL DISPLACEMENT DEVICE
++#### VISUAL DISPLACEMENT DEVICE
+
+ Level: 1d6
+
+ Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an
+ asset to Speed defense actions for ten minutes per cypher level.
+
+-### VOCAL TRANSLATOR
++#### VOCAL TRANSLATOR
+
+ Level: 1d6
+
+ Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can
+ understand.
+
+-### WARMTH
++#### WARMTH
+
+ Level: 1d6
+
+ Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
+ time, the user has Armor equal to the cypher's level that protects against cold damage.
+
+-### WATER ADAPTER
++#### WATER ADAPTER
+
+ Level: 1d6
+
+@@ -56001,7 +55999,7 @@
+ changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the
+ user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum.
+
+-### WEAPON ENHANCEMENT
++#### WEAPON ENHANCEMENT
+
+ Level: 1d6 + 2
+
+@@ -56076,20 +56074,20 @@
+
+
+
+-### WINGS
++#### WINGS
+
+ Level: 1d6 + 2
+
+ Effect: User can fly at their normal running speed for ten minutes per cypher level.
+
+-### X-RAY VIEWER
++#### X-RAY VIEWER
+
+ Level: 1d6 + 4
+
+ Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect
+ lasts for one minute per cypher level.
+
+-### ZERO POINT FIELD
++#### ZERO POINT FIELD
+
+ Level: 1d6 + 3
+
+@@ -56108,7 +56106,7 @@
+ Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
+ they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.
+
+-### AREA BOOST
++#### AREA BOOST
+
+ Level: 1d6 + 1
+
+@@ -56117,40 +56115,40 @@
+ areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot
+ (300 m) areas. All other areas double in radius.
+
+-### BURST BOOST
++#### BURST BOOST
+
+ Level: 1d6 + 2
+
+ Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to
+ immediate, but the ability affects all targets within immediate range.
+
+-### DAMAGE BOOST
++#### DAMAGE BOOST
+
+ Level: 1d6 + 2
+
+ Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
+ this cypher's level.
+
+-### EFFICACY BOOST (MAJOR)
++#### EFFICACY BOOST (MAJOR)
+
+ Level: 1d6 + 1
+
+ Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This
+ kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)
+
+-### EFFICACY BOOST (MINOR)
++#### EFFICACY BOOST (MINOR)
+
+ Level: 1d6
+
+ Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
+
+-### ENERGY BOOST
++#### ENERGY BOOST
+
+ Level: 1d6
+
+ Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
+
+-### RANGE BOOST
++#### RANGE BOOST
+
+ Level: 1d6 + 1
+
+@@ -56158,7 +56156,7 @@
+ Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to
+ very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long).
+
+-### TARGET BOOST
++#### TARGET BOOST
+
+ Level: 1d6 + 2
+
+@@ -56167,7 +56165,7 @@
+
+ ## Running the Cypher System
+
+-Setting Difficulty Ratings
++### Setting Difficulty Ratings
+
+ The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one
+ created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game.
+@@ -56226,7 +56224,7 @@
+ difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties.
+ The PCs can rise to the challenge, especially if they are experienced.
+
+-The Impossible Difficulties
++#### The Impossible Difficulties
+
+ Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't
+ roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can
+@@ -56242,7 +56240,7 @@
+ and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at
+ the top of their field, so to speak.
+
+-False Precision
++#### False Precision
+
+ One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by
+ one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those
+@@ -56259,7 +56257,7 @@
+ difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something
+ rated as an 8 and something rated as a 9 on that scale.
+
+-Routine Actions
++#### Routine Actions
+
+ Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into
+ the trap illustrated by this dialogue:
+@@ -56289,7 +56287,7 @@
+ to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge
+ ramifications for the character and the story.
+
+-Other Ways to Judge Difficulty
++#### Other Ways to Judge Difficulty
+
+ Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as
+ rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would
+@@ -56344,7 +56342,7 @@
+ narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be
+ devoted to guiding the story.
+
+-GM Intrusion
++### GM Intrusion
+
+ GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a
+ handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what
+@@ -56388,7 +56386,7 @@
+ (Remember, any time you give a player 1 XP for a GM intrusion, you're actually giving them 2— one to keep and one to
+ give to another player.)
+
+-Using GM Intrusion as a Narrative Tool
++#### Using GM Intrusion as a Narrative Tool
+
+ A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the
+ game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the
+@@ -56430,7 +56428,7 @@
+ (Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction
+ with NPCs can have big repercussions.)
+
+-Using GM Intrusion as a Resolution Mechanic
++#### Using GM Intrusion as a Resolution Mechanic
+
+ This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random
+ chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice,
+@@ -56457,13 +56455,13 @@
+ likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice.
+ Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.
+
+-Using (and Not Abusing) GM Intrusion
++#### Using (and Not Abusing) GM Intrusion
+
+ Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four
+ GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play.
+ This is in addition to any intrusions that are triggered by players rolling a 1.
+
+-Intrusion Through Player Rolls
++#### Intrusion Through Player Rolls
+
+ When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion
+ could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these
+@@ -56495,7 +56493,7 @@
+ GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good
+ intrusion, you don't need to wait until a player rolls a 1 to use it.)
+
+-GM Intrusion That Affects the Group
++#### GM Intrusion That Affects the Group
+
+ The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what
+ if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and
+@@ -56506,12 +56504,12 @@
+ However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if
+ they are more personal.
+
+-Example GM Intrusions
++#### Example GM Intrusions
+
+ It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword *again*?"). Below
+ are a number of different intrusions you can use.
+
+-Bad Luck
++##### Bad Luck
+
+ Through no fault of the characters, something happens that is bad or at least complicating. For example:
+
+@@ -56527,7 +56525,7 @@
+
+ \* A device (cypher or artifact) malfunctions or gives the user a jolt.
+
+-An Unknown Complication Emerges
++##### An Unknown Complication Emerges
+
+ The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at
+ least at the start. For example:
+@@ -56542,7 +56540,7 @@
+
+ \* The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble.
+
+-An Impending Complication Emerges
++##### An Impending Complication Emerges
+
+ GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling
+ dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's
+@@ -56559,7 +56557,7 @@
+ \* The NPC who holds a dagger to a character's throat and says "Don't move" cuts the PC when they do, in fact, move,
+ putting them immediately at debilitated on the damage track.
+
+-Opponent Luck or Skill
++##### Opponent Luck or Skill
+
+ The PCs aren't the only ones with surprising tricks up their sleeves. For example:
+
+@@ -56573,7 +56571,7 @@
+
+ \* A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC.
+
+-Fumbles
++##### Fumbles
+
+ Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the
+ GM could simply declare that a fumble has occurred. In either case, consider the following examples:
+@@ -56590,7 +56588,7 @@
+
+ \* In an interaction, the PC inadvertently or unknowingly says something offensive.
+
+-Partial Success
++##### Partial Success
+
+ GM intrusion doesn't have to mean that a PC has failed. For example:
+
+@@ -56617,7 +56615,7 @@
+ more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come
+ loose, but a player intrusion can't create a landslide.
+
+-Tying Actions to Stats
++### Tying Actions to Stats
+
+ Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is
+ tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve
+@@ -56631,7 +56629,7 @@
+ hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the
+ rule.
+
+-Cyphers
++### Cyphers
+
+ You should think of cyphers as character abilities, whether they're subtle cyphers or manifest cyphers. This means that
+ it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels,
+@@ -56683,7 +56681,7 @@
+ points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at
+ their full capacity.)
+
+-Artifacts
++### Artifacts
+
+ In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they
+ serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal.
+@@ -56710,7 +56708,7 @@
+
+ (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
+
+-Skills and Other Abilities
++### Skills and Other Abilities
+
+ Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
+ possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope,
+@@ -56733,7 +56731,7 @@
+ In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to
+ say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility.
+
+-NPCs and Death
++### NPCs and Death
+
+ As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC
+ reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as
+@@ -56745,7 +56743,7 @@
+ them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to
+ speak.
+
+-Creatures
++### Creatures
+
+ Whenever possible, creatures should be handled like other NPCs. They don't follow the same rules as the player
+ characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed
+@@ -56773,7 +56771,7 @@
+ offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be
+ tied directly to level—higher-level creatures get better abilities and more of them.
+
+-Balancing Encounters
++#### Balancing Encounters
+
+ In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a
+ particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem
+@@ -56847,7 +56845,7 @@
+ - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
+ should be ready to do the same.
+
+-### CHARACTER CREATION
++#### CHARACTER CREATION
+
+ Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
+ help players move quickly, without spending a lot of time deciding between this focus and that one.
+@@ -56864,7 +56862,7 @@
+
+ All characters start with 1 XP.
+
+-### DESCRIPTORS
++#### DESCRIPTORS
+
+ A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
+ descriptor.
+@@ -56880,7 +56878,7 @@
+
+ Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
+
+-### TYPES
++#### TYPES
+
+ This is the role the character will have in the story. Types will likely change from genre
+
+@@ -56888,7 +56886,7 @@
+ character will have in the story, not what players will write on their character sheet (although a few example
+ suggestions are provided).
+
+-Performing Physical Actions
++##### Performing Physical Actions
+
+ This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on
+ the situation. Choose two of the following abilities:
+@@ -56901,7 +56899,7 @@
+
+ • Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls
+
+-Sneaking
++##### Sneaking
+
+ This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the
+ situation. Choose two of the following abilities:
+@@ -56914,7 +56912,7 @@
+
+ • Add +2 to recovery rolls
+
+-Searching And Discovering
++##### Searching And Discovering
+
+ This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
+ depending on the situation. Choose two of the following abilities:
+@@ -56927,7 +56925,7 @@
+
+ • Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls
+
+-Talking
++##### Talking
+
+ This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on
+ the situation. Choose two of the following abilities:
+@@ -56940,7 +56938,7 @@
+
+ • Add +2 to recovery rolls
+
+-Wielding Supernatural Powers
++##### Wielding Supernatural Powers
+
+ This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
+ Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
+@@ -56961,7 +56959,7 @@
+
+ • Have another power shift.
+
+-### FOCUS
++#### FOCUS
+
+ A focus determines the actions a character might often take in the story.
+
+@@ -56988,18 +56986,18 @@
+ Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
+ the exception of miscellaneous powers.)
+
+-### THE SCENARIO
++#### THE SCENARIO
+
+ When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
+ movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
+
+-### SETUP
++#### SETUP
+
+ This section of a Cypher Short is a brief overview of the setting and the premise of
+
+ the situation. The basic statement of the genre and setting should be given to the players before they make characters.
+
+-### POSSIBLE ENCOUNTERS
++#### POSSIBLE ENCOUNTERS
+
+ This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
+ where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
+@@ -57012,7 +57010,7 @@
+ NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
+ the personality of any relevant NPC, and so on.
+
+-### GM INTRUSIONS
++#### GM INTRUSIONS
+
+ Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
+
+@@ -57020,19 +57018,19 @@
+ same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
+ adventure than you're used to in a standard Cypher System game.
+
+-### THE CONCLUSION
++#### THE CONCLUSION
+
+ Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
+ needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
+ what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
+ too much about what happens next. It's a one-shot scenario.
+
+-### TRAPPED IN FLAMES
++#### TRAPPED IN FLAMES
+
+ The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
+ ringing!
+
+-### CHARACTER CREATION
++##### CHARACTER CREATION
+
+ The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
+
+@@ -57060,7 +57058,7 @@
+
+ All random people in the building are level 2 or 3 NPCs.
+
+-### THE SETUP
++##### THE SETUP
+
+ The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
+ necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
+@@ -57093,7 +57091,7 @@
+ • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
+ too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
+
+-### POSSIBLE ENCOUNTERS
++##### POSSIBLE ENCOUNTERS
+
+ Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
+ information. Some of it is true and some isn't. Things they might try to say include:
+@@ -57156,7 +57154,7 @@
+ through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
+ the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
+
+-### GM INTRUSIONS
++##### GM INTRUSIONS
+
+ Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
+ bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
+@@ -57177,7 +57175,7 @@
+ the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
+ the firefighters arrive.
+
+-### THE CONCLUSION
++##### THE CONCLUSION
+
+ Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
+ wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the