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new file mode 100644
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+++ b/patches/base/041-more-organization-through-into-apocalyptic.patch
@@ -0,0 +1,3379 @@
+--- _tmp/ccsrd.md 2025-06-04 04:39:31.954786990 -0500
++++ _tmp/ccsrd.new.md 2025-06-04 06:51:34.535151336 -0500
+@@ -30457,9 +30457,7 @@
+ | 99 | Yonder yarn |
+ | 00 | Roll on the cypher tables in the Cypher System Rulebook |
+
+-##### A SELECTION OF FAIRY TALE CYPHERS
+-
+-###### Adderstone
++##### Adderstone
+
+ Level: 1d6 + 3
+
+@@ -30486,7 +30484,7 @@
+ | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
+ | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
+
+-###### Agate Eye
++##### Agate Eye
+
+ Level: 1d6 + 2
+
+@@ -30496,7 +30494,7 @@
+ cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
+ system).
+
+-###### Animated Wood
++##### Animated Wood
+
+ Level: 1d6
+
+@@ -30512,7 +30510,7 @@
+ attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
+ eased by two steps).
+
+-###### Anywhere Door
++##### Anywhere Door
+
+ Level: 1d6 + 3
+
+@@ -30521,7 +30519,7 @@
+ Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
+ anything that can discern the door can use it. Erasing the drawn line erases the door.
+
+-###### Apple of Discord
++##### Apple of Discord
+
+ Level: 1d6 + 1
+
+@@ -30531,7 +30529,7 @@
+ to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
+ of the apple.
+
+-###### Azure Dust
++##### Azure Dust
+
+ Level: 1d6 + 1
+
+@@ -30539,7 +30537,7 @@
+
+ Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
+
+-###### Baba Yaga's Spiced Cookie
++##### Baba Yaga's Spiced Cookie
+
+ Level: 1d6
+
+@@ -30547,7 +30545,7 @@
+
+ Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
+
+-###### Bellman's Map of the Ocean
++##### Bellman's Map of the Ocean
+
+ Level: 1d6 + 2
+
+@@ -30559,7 +30557,7 @@
+ beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
+ social interactions with those affected are eased by two steps).
+
+-###### Beloved's Kiss
++##### Beloved's Kiss
+
+ Level: 1d6 + 3
+
+@@ -30576,7 +30574,7 @@
+ | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
+ | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
+
+-###### Bird's Nest Coronet
++##### Bird's Nest Coronet
+
+ Level: 1d6 + 3
+
+@@ -30586,7 +30584,7 @@
+ Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
+ are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
+
+-###### Blackbird Pie
++##### Blackbird Pie
+
+ Level: 1d6
+
+@@ -30595,7 +30593,7 @@
+ Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
+ range who hear the song are hindered on all tasks for ten minutes.
+
+-###### Blood Pearl Blossom
++##### Blood Pearl Blossom
+
+ Level: 1d6 + 4
+
+@@ -30604,7 +30602,7 @@
+ Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
+ take from one round to one day, depending on the level, severity, and type of curse.
+
+-###### Bone Key
++##### Bone Key
+
+ Level: 1d6 + 2
+
+@@ -30612,7 +30610,7 @@
+
+ Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
+
+-###### Bones of the Beloved
++##### Bones of the Beloved
+
+ Level: 1d6 + 3
+
+@@ -30623,7 +30621,7 @@
+ hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
+ if the cypher is level 6 or higher). This does not change the actual health or age of the character.
+
+-###### Bowl of Porridge
++##### Bowl of Porridge
+
+ Level: 1d6 + 3
+
+@@ -30632,7 +30630,7 @@
+ Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
+ effects of cold for ten minutes.
+
+-###### Cat Sidhe Medallion
++##### Cat Sidhe Medallion
+
+ Level: 1d6 + 2
+
+@@ -30641,7 +30639,7 @@
+ Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
+ cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
+
+-###### Cheshire Smile
++##### Cheshire Smile
+
+ Level: 1d6
+
+@@ -30652,7 +30650,7 @@
+ with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
+ and then fades away slowly, until even the original smile has disappeared.
+
+-###### Coalheart's Beard Balm
++##### Coalheart's Beard Balm
+
+ Level: 1d6
+
+@@ -30665,7 +30663,7 @@
+
+ Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
+
+-###### Croc's Clock
++##### Croc's Clock
+
+ Level: 1d6
+
+@@ -30674,7 +30672,7 @@
+ Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
+ within long range to its presence for one day.
+
+-###### Crown Jewel
++##### Crown Jewel
+
+ Level: 1d6 + 2
+
+@@ -30684,7 +30682,7 @@
+ item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
+ comes first).
+
+-###### Dame Trot's Cat
++##### Dame Trot's Cat
+
+ Level: 1d6 + 3
+
+@@ -30693,7 +30691,7 @@
+ Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
+ time it senses danger. The cat's level is equal to the cypher level.
+
+-###### Darning Needle
++##### Darning Needle
+
+ Level: 1d6
+
+@@ -30703,7 +30701,7 @@
+ damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
+ to the cypher's level.
+
+-###### Dead Water
++##### Dead Water
+
+ Level: 1d6 + 3
+
+@@ -30712,7 +30710,7 @@
+ Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
+ Might Pool.
+
+-###### Deathless
++##### Deathless
+
+ Level: 1d6 + 3
+
+@@ -30728,7 +30726,7 @@
+ If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
+ actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
+
+-###### Death's Candle
++##### Death's Candle
+
+ Level: 1d6 + 4
+
+@@ -30742,7 +30740,7 @@
+ of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
+ damage, which is not enough to kill the user, the user takes the 4 points of damage.
+
+-###### Death's Messengers
++##### Death's Messengers
+
+ Level: 1d6 + 2
+
+@@ -30752,7 +30750,7 @@
+ in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
+ level (each round).
+
+-###### Diadem of Death
++##### Diadem of Death
+
+ Level: 1d6 + 4
+
+@@ -30761,7 +30759,7 @@
+ Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
+ damage equal to its level.
+
+-###### Dragon's Blood
++##### Dragon's Blood
+
+ Level: 1d6
+
+@@ -30775,7 +30773,7 @@
+ | 3-4 | Asset to all tasks involving magic |
+ | 5-6 | Asset to all tasks involving romance, sex, and fertility |
+
+-###### Dragon's Teeth
++##### Dragon's Teeth
+
+ Level: 1d6
+
+@@ -30791,7 +30789,7 @@
+
+ Warriors: level 3; Armor 1; swords inflict 3 points of damage
+
+-###### Dressmaking Nut
++##### Dressmaking Nut
+
+ Level: 1d6 + 2
+
+@@ -30805,7 +30803,7 @@
+
+ Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
+
+-###### Drink Me
++##### Drink Me
+
+ Level: 1d6
+
+@@ -30814,7 +30812,7 @@
+ Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
+ another way to change their size (such as with an eat me).
+
+-###### Dust of the Dreamer
++##### Dust of the Dreamer
+
+ Level: 1d6
+
+@@ -30823,7 +30821,7 @@
+ Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
+ action. This does not use up any of their recovery rolls.
+
+-###### Eat Me
++##### Eat Me
+
+ Level: 1d6
+
+@@ -30832,7 +30830,7 @@
+ Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
+ way to change their size (such as with a drink me).
+
+-###### Emperor's New Clothes
++##### Emperor's New Clothes
+
+ Level: 1d6
+
+@@ -30840,7 +30838,7 @@
+
+ Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
+
+-###### Fairy Cup
++##### Fairy Cup
+
+ Level: 1d6 + 1
+
+@@ -30852,7 +30850,7 @@
+ It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
+ protection by way of thanks.
+
+-###### False Grandmother
++##### False Grandmother
+
+ Level: 1d6 + 2
+
+@@ -30865,7 +30863,7 @@
+ creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
+ duration.
+
+-###### Father's Betrayal
++##### Father's Betrayal
+
+ Level: 1d6 + 2
+
+@@ -30875,7 +30873,7 @@
+ m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
+ and are dazed for one round, hindering their next action.
+
+-###### Flaming Arrow
++##### Flaming Arrow
+
+ Level: 1d6 + 2
+
+@@ -30884,7 +30882,7 @@
+ Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
+ range.
+
+-###### Flowers for Grandmother
++##### Flowers for Grandmother
+
+ Level: 1d6 + 2
+
+@@ -30902,7 +30900,7 @@
+ | 5 | Intellect |
+ | 6 | Slashing and piercing |
+
+-###### Forget-Me-Knot
++##### Forget-Me-Knot
+
+ Level: 1d6 + 3
+
+@@ -30914,7 +30912,7 @@
+ scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
+ memory. Capturing the memory is an action, as is untying the loop.
+
+-###### Genie's Handkerchief
++##### Genie's Handkerchief
+
+ Level: 1d6
+
+@@ -30928,7 +30926,7 @@
+ their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
+ drawbacks.
+
+-###### Gilded Shell
++##### Gilded Shell
+
+ Level: 1d6
+
+@@ -30940,7 +30938,7 @@
+ m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
+ making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
+
+-###### Gingerbread Man
++##### Gingerbread Man
+
+ Level: 1d6
+
+@@ -30948,7 +30946,7 @@
+
+ Effect: After eating the cookie, the user has training in Speed defense for the next day.
+
+-###### Godfather's Picture Book
++##### Godfather's Picture Book
+
+ Level: 1d6 + 2
+
+@@ -30959,7 +30957,7 @@
+ turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
+ regular book and does not count against the character's cypher limit.
+
+-###### Golden Beetle
++##### Golden Beetle
+
+ Level: 1d6
+
+@@ -30968,7 +30966,7 @@
+ Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
+ within long range.
+
+-###### Golden Vanity
++##### Golden Vanity
+
+ Level: 1d6
+
+@@ -30987,7 +30985,7 @@
+ The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
+ When all three items have been used, it remains a functional vanity set but no longer holds any magic.
+
+-###### Green Spectacles
++##### Green Spectacles
+
+ Level: 1d6
+
+@@ -30996,7 +30994,7 @@
+ Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
+ day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
+
+-###### Hart's Heart
++##### Hart's Heart
+
+ Level: 1d6 + 3
+
+@@ -31005,7 +31003,7 @@
+ Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
+ convince the recipient are eased by two steps.
+
+-###### Heart of a Star
++##### Heart of a Star
+
+ Level: 1d6
+
+@@ -31015,7 +31013,7 @@
+ eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
+ eased.)
+
+-###### Heart's Tart
++##### Heart's Tart
+
+ Level: 1d6 + 2
+
+@@ -31024,7 +31022,7 @@
+ Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
+ ten minutes.
+
+-###### Hot Cross Buns
++##### Hot Cross Buns
+
+ Level: 1d6
+
+@@ -31032,7 +31030,7 @@
+
+ Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
+
+-###### Iron Bands of Three
++##### Iron Bands of Three
+
+ Level: 1d6 + 3
+
+@@ -31043,7 +31041,7 @@
+ them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
+ breaks. When all three bands are broken, the cypher is used up.
+
+-###### Itsy Bitsy Spider
++##### Itsy Bitsy Spider
+
+ Level: 1d6
+
+@@ -31055,7 +31053,7 @@
+ cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
+ three words or less.
+
+-###### Jack's Candlestick
++##### Jack's Candlestick
+
+ Level: 1d6 + 3
+
+@@ -31063,7 +31061,7 @@
+
+ Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
+
+-###### Jiminy Cricket
++##### Jiminy Cricket
+
+ Level: 1d6
+
+@@ -31072,7 +31070,7 @@
+ Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
+ modifiers.
+
+-###### The Key of Knowing
++##### The Key of Knowing
+
+ Level: 1d6 + 3
+
+@@ -31085,7 +31083,7 @@
+ After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
+ ever again.
+
+-###### Knave of Hearts
++##### Knave of Hearts
+
+ Level: 1d6 + 2
+
+@@ -31095,7 +31093,7 @@
+ knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
+ minutes per cypher level.
+
+-###### Lion's Courage
++##### Lion's Courage
+
+ Level: 1d6 + 1
+
+@@ -31105,7 +31103,7 @@
+ time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
+ +1 point of damage.
+
+-###### Living Water
++##### Living Water
+
+ Level: 1d6 + 3
+
+@@ -31117,7 +31115,7 @@
+ When dead water and living water cyphers are used together, a dead character can be brought back to life without any
+ permanent reductions of their Might Pool.
+
+-###### Magic Beans
++##### Magic Beans
+
+ Level: 1d6 + 4
+
+@@ -31126,7 +31124,7 @@
+ Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
+ beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
+
+-###### Memory's Match
++##### Memory's Match
+
+ Level: 1d6
+
+@@ -31137,7 +31135,7 @@
+ the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
+ (ignores Armor).
+
+-###### Mermaid Tear
++##### Mermaid Tear
+
+ Level: 1d6 + 2
+
+@@ -31148,7 +31146,7 @@
+ significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
+ to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
+
+-###### Neverlost
++##### Neverlost
+
+ Level: 1d6
+
+@@ -31159,7 +31157,7 @@
+ the items become invisible to everyone except the user and any allies the user designates. The items last for one day
+ per cypher level and can be seen by the user and their allies, even in complete darkness.
+
+-###### Nonsensical Poem
++##### Nonsensical Poem
+
+ Level: 1d6 + 4
+
+@@ -31169,7 +31167,7 @@
+ becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
+ the GM to come up with an appropriate and acceptable change.)
+
+-###### Omniscient Bean
++##### Omniscient Bean
+
+ Level: 1d6 + 2
+
+@@ -31183,7 +31181,7 @@
+ knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
+ can't provide knowledge about the future, since that is level 10).
+
+-###### Pictureless Book
++##### Pictureless Book
+
+ Level: 1d6
+
+@@ -31202,7 +31200,7 @@
+ | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
+ | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
+
+-###### Poison for Your Daughter
++##### Poison for Your Daughter
+
+ Level: 1d6 + 2
+
+@@ -31269,7 +31267,7 @@
+
+
+
+-###### Poisoned Apple
++##### Poisoned Apple
+
+ Level: 1d6 + 2
+
+@@ -31283,7 +31281,7 @@
+ other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
+ instance, to force-feed someone part of the apple and have the cypher activate.
+
+-###### Poppet (Damage)
++##### Poppet (Damage)
+
+ Level: 1d6 + 4
+
+@@ -31293,7 +31291,7 @@
+ Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
+ away it is. Writing the name and destroying the poppet are separate actions.
+
+-###### Poppet (Love)
++##### Poppet (Love)
+
+ Level: 1d6 + 2
+
+@@ -31305,7 +31303,7 @@
+ time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
+ the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
+
+-###### Poppet (Prosperity)
++##### Poppet (Prosperity)
+
+ Level: 1d6 + 2
+
+@@ -31315,7 +31313,7 @@
+ Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
+ see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
+
+-###### Poppet (Silence)
++##### Poppet (Silence)
+
+ Level: 1d6 + 2
+
+@@ -31325,7 +31323,7 @@
+ the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
+ with the person who activated the poppet.
+
+-###### Powder of Life
++##### Powder of Life
+
+ Level: 1d6 + 3
+
+@@ -31342,7 +31340,7 @@
+ their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
+ stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
+
+-###### Princess's Pea
++##### Princess's Pea
+
+ Level: 1d6 + 3
+
+@@ -31351,7 +31349,7 @@
+ Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
+ claims, and other such tricks (for all senses) for what they are.
+
+-###### Rabbit Hole
++##### Rabbit Hole
+
+ Level: 1d6
+
+@@ -31366,7 +31364,7 @@
+ The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
+ jumping in feet-first.
+
+-###### Rapunzel Leaf
++##### Rapunzel Leaf
+
+ Level: 1d6 + 3
+
+@@ -31378,7 +31376,7 @@
+
+ The tower's level is equal to the cypher level, and the structure is permanent and immobile.
+
+-###### Rose of Red
++##### Rose of Red
+
+ Level: 1d6 + 1
+
+@@ -31390,7 +31388,7 @@
+ birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
+ inflicting damage equal to the cypher level.
+
+-###### Shadow Soap
++##### Shadow Soap
+
+ Level: 4
+
+@@ -31404,7 +31402,7 @@
+
+ Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
+
+-###### Shard of the Moon
++##### Shard of the Moon
+
+ Level: 1d6 + 2
+
+@@ -31415,7 +31413,7 @@
+ The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
+ ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
+
+-###### Shining Knife
++##### Shining Knife
+
+ Level: 1d6 + 3
+
+@@ -31426,7 +31424,7 @@
+ knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
+ rusted.
+
+-###### Silver Slippers
++##### Silver Slippers
+
+ Level: 1d6 + 2
+
+@@ -31441,7 +31439,7 @@
+
+ it is rumored that they magically return to the world in some form for someone else who needs them.
+
+-###### Singing Bone
++##### Singing Bone
+
+ Level: 1d6 + 3
+
+@@ -31453,7 +31451,7 @@
+ For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
+ "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
+
+-###### Snake Leaves
++##### Snake Leaves
+
+ Level: 1d6 + 2
+
+@@ -31464,7 +31462,7 @@
+ a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
+ permanent 3-point reduction in their maximum Intellect Pool.
+
+-###### Snickersnee
++##### Snickersnee
+
+ Level: 1d6 + 4
+
+@@ -31473,7 +31471,7 @@
+ Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
+ additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
+
+-###### Song of the Dead
++##### Song of the Dead
+
+ Level: 1d6
+
+@@ -31483,7 +31481,7 @@
+ carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
+ communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
+
+-###### Sorcerer's Skeleton Key
++##### Sorcerer's Skeleton Key
+
+ Level: 1d6 + 2
+
+@@ -31492,7 +31490,7 @@
+ Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
+ automatically unlocks it.
+
+-###### Spirit Ring
++##### Spirit Ring
+
+ Level: 1d6
+
+@@ -31507,7 +31505,7 @@
+ on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
+ important), and they may take the time to curse or prank the characters before they disappear.
+
+-###### Teleport Hat
++##### Teleport Hat
+
+ Level: 1d6 + 3
+
+@@ -31518,7 +31516,7 @@
+ stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
+ of origination.
+
+-###### Three Needles
++##### Three Needles
+
+ Level: 1d6
+
+@@ -31527,7 +31525,7 @@
+ Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
+ doing so was a routine task.
+
+-###### Tin Man's Tears
++##### Tin Man's Tears
+
+ Level: 1d6 + 2
+
+@@ -31537,7 +31535,7 @@
+ touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
+ soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
+
+-###### To Peter With Love
++##### To Peter With Love
+
+ Level: 1d6 + 3
+
+@@ -31547,7 +31545,7 @@
+ specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
+ at least a round and sometimes longer, depending on the distance and difficulty.
+
+-###### Valorous Whetstone
++##### Valorous Whetstone
+
+ Level: 1d6
+
+@@ -31556,7 +31554,7 @@
+ Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
+ next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
+
+-###### Vase of Tears
++##### Vase of Tears
+
+ Level: 1d6
+
+@@ -31565,7 +31563,7 @@
+ Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
+ the next time they are physically attacked.
+
+-###### White Snake
++##### White Snake
+
+ Level: 1d6 + 2
+
+@@ -31574,7 +31572,7 @@
+ Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
+ things for ten minutes.
+
+-###### Wish-Granting Pearl
++##### Wish-Granting Pearl
+
+ Level: 1d6 + 1
+
+@@ -31585,7 +31583,7 @@
+ an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
+ cannot grant a wish above its level.
+
+-###### Witch Bottle
++##### Witch Bottle
+
+ Level: 1d6 + 1
+
+@@ -31594,7 +31592,7 @@
+ Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
+ to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
+
+-###### Witch's Ladder
++##### Witch's Ladder
+
+ Level: 1d6 + 2
+
+@@ -31603,7 +31601,7 @@
+ Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
+ who stored it, or by someone who has received their permission to do so.
+
+-###### Wooden Spoon
++##### Wooden Spoon
+
+ Level: 1d6 + 4
+
+@@ -31613,7 +31611,7 @@
+ their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
+ their turn, or attack a foe three times.
+
+-###### Yonder Yarn
++##### Yonder Yarn
+
+ Level: 1d6 + 4
+
+@@ -31626,14 +31624,14 @@
+ It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
+ ways to hide themselves (and others) from the yarn's power.
+
+-### ARTIFACTS
++#### ARTIFACTS
+
+ Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
+ later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
+ creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
+ itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
+
+-### ARTIFACT QUIRKS
++##### ARTIFACT QUIRKS
+
+ Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
+ mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
+@@ -31644,7 +31642,7 @@
+ experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
+ one quirk at a time and is rarely without a quirk for long.
+
+-Quirks Table
++##### Quirks Table
+
+
+
+@@ -31744,7 +31742,7 @@
+
+
+
+-Artifact Table
++##### Artifact Table
+
+ When giving artifacts to characters, either choose from this table or roll d100 for random results.
+
+@@ -31786,9 +31784,7 @@
+ | 97-98 | Tweedledee's umbrella |
+ | 99-00 | Vicious tankard |
+
+-### A SELECTION OF FAIRY TALE ARTIFACTS
+-
+-A Tisket a Tasket
++##### A Tisket a Tasket
+
+ Level: 1d6
+
+@@ -31799,7 +31795,7 @@
+
+ Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
+
+-Bounding Boots
++##### Bounding Boots
+
+ Level: 1d6 + 1
+
+@@ -31810,7 +31806,7 @@
+
+ Depletion: —
+
+-Boundless Bag
++##### Boundless Bag
+
+ Level: 1d6 + 2
+
+@@ -31832,7 +31828,7 @@
+ Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
+ cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
+
+-Boy Blue's Horn
++##### Boy Blue's Horn
+
+ Level: 1d6
+
+@@ -31844,7 +31840,7 @@
+
+ Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
+
+-Carving Knife of Sharpness
++##### Carving Knife of Sharpness
+
+ Level: 1d6 + 1
+
+@@ -31858,7 +31854,7 @@
+ The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
+ than a mortal creature will display in a similar situation.
+
+-Devils and Tailors
++##### Devils and Tailors
+
+ Level: 1d6 + 2
+
+@@ -31874,7 +31870,7 @@
+ You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
+ left on the board (highest roll) is the winner.
+
+-Fiddle of the Fossegrim
++##### Fiddle of the Fossegrim
+
+ Level: 1d6 + 2
+
+@@ -31887,7 +31883,7 @@
+
+ Depletion: 1 in 1d20
+
+-Fortunate's Purse
++##### Fortunate's Purse
+
+ Level: 1d6
+
+@@ -31902,7 +31898,7 @@
+ out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
+ doing great kindnesses or completing a difficult task.
+
+-Galoshes of Fortune
++##### Galoshes of Fortune
+
+ Level: 1d6 + 4
+
+@@ -31914,7 +31910,7 @@
+
+ Depletion: 1 in 1d6
+
+-Genie's Lamp
++##### Genie's Lamp
+
+ Level: 1d6 + 2
+
+@@ -31930,7 +31926,7 @@
+ Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
+ simple as a lamp.
+
+-Golden Bridle
++##### Golden Bridle
+
+ Level: 1d6 + 2
+
+@@ -31945,7 +31941,7 @@
+
+ Depletion: 1 in 1d10
+
+-Hatchet of the Woodsman
++##### Hatchet of the Woodsman
+
+ Level: 1d6 + 4
+
+@@ -31957,7 +31953,7 @@
+
+ Depletion: 1 in 1d20 (check on each successful attack)
+
+-Hook's Hook
++##### Hook's Hook
+
+ Level: 1d6 + 1
+
+@@ -31976,7 +31972,7 @@
+ purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
+ Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
+
+-Horn of Destruction
++##### Horn of Destruction
+
+ Level: 1d6 + 3
+
+@@ -31990,7 +31986,7 @@
+ It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
+ wear a crown fashioned from talus and scree.
+
+-Iron Stove
++##### Iron Stove
+
+ Level: 1d6 + 3
+
+@@ -32009,7 +32005,7 @@
+ A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
+ other scavengers have been known to try to take an eye or leg.
+
+-Knapsack of Sevens
++##### Knapsack of Sevens
+
+ Level: 1d6
+
+@@ -32023,7 +32019,7 @@
+
+ Depletion: 1 in 1d20
+
+-Mirror Mirror
++##### Mirror Mirror
+
+ Level: 1d6 + 4
+
+@@ -32087,7 +32083,7 @@
+
+
+
+-Pandora's Box
++##### Pandora's Box
+
+ Level: 1d6 + 4
+
+@@ -32100,7 +32096,7 @@
+
+ Depletion: 1 in 1d6
+
+-Pixie Dust
++##### Pixie Dust
+
+ Level: 1d6
+
+@@ -32113,7 +32109,7 @@
+
+ Depletion: 1 in 1d10
+
+-Red Cap
++##### Red Cap
+
+ Level: 1d6 + 3
+
+@@ -32126,7 +32122,7 @@
+
+ Depletion: 1 in 1d20 (check each day of use)
+
+-Red Riding Hood
++##### Red Riding Hood
+
+ Level: 1d6 + 3
+
+@@ -32138,7 +32134,7 @@
+
+ Depletion: 1 in 1d10 (check each day of use)
+
+-Self-Swinging Sword
++##### Self-Swinging Sword
+
+ Level: 1d6 + 1
+
+@@ -32153,7 +32149,7 @@
+
+ Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
+
+-Seven-League Boots
++##### Seven-League Boots
+
+ Level: 1d6 + 3
+
+@@ -32166,7 +32162,7 @@
+ Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
+ boots.
+
+-Shapeshifter Wand
++##### Shapeshifter Wand
+
+ Level: 1d6
+
+@@ -32183,7 +32179,7 @@
+
+ Depletion: 1 in 1d10
+
+-She-Bear
++##### She-Bear
+
+ Level: 1d6
+
+@@ -32195,7 +32191,7 @@
+
+ Depletion: 1 in 1d6
+
+-Shirt of Nettles
++##### Shirt of Nettles
+
+ Level: 1d6 + 4
+
+@@ -32208,7 +32204,7 @@
+ Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
+ ability, after which the shirt still functions as armor.)
+
+-Soldier's Cloak of Invisibility
++##### Soldier's Cloak of Invisibility
+
+ Level: 1d6 + 2
+
+@@ -32220,7 +32216,7 @@
+
+ Depletion: 1 in 1d100
+
+-Soulful Fiddle
++##### Soulful Fiddle
+
+ Level: 1d6 + 2
+
+@@ -32237,7 +32233,7 @@
+
+ Depletion: 1 in 1d20
+
+-Steadfast Tin Soldier
++##### Steadfast Tin Soldier
+
+ Level: 1d6 + 2
+
+@@ -32254,7 +32250,7 @@
+ It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
+ Paper Ballerina, Handless Maiden, and Bianca's Snake.
+
+-Stone Canoe
++##### Stone Canoe
+
+ Level: 1d6 + 3
+
+@@ -32265,7 +32261,7 @@
+
+ Depletion: 1 in 1d6 (check each use)
+
+-Story Knife
++##### Story Knife
+
+ Level: 1d6 + 2
+
+@@ -32286,7 +32282,7 @@
+
+ Depletion: 1 in 1d20
+
+-Table-Be-Set
++##### Table-Be-Set
+
+ Level: 1d6
+
+@@ -32306,7 +32302,7 @@
+ a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
+ garner the characters new friends, or catch the attention of thieves.
+
+-Tinderbox
++##### Tinderbox
+
+ Level: 1d6 + 2
+
+@@ -32317,7 +32313,7 @@
+
+ Depletion: 1 in 1d6
+
+-Tweedledee's Umbrella
++##### Tweedledee's Umbrella
+
+ Level: 1d6 + 2
+
+@@ -32329,7 +32325,7 @@
+
+ Depletion: 1 in 1d10
+
+-Vicious Tankard
++##### Vicious Tankard
+
+ Level: 1d6 + 2
+
+@@ -32344,7 +32340,7 @@
+
+ Depletion: 1 in 1d20 (check each fight)
+
+-### BEASTS AND BEINGS
++#### BEASTS AND BEINGS
+
+ The following creatures and characters are provided to help populate your fairy tale game.
+
+@@ -32367,7 +32363,7 @@
+
+ A creature's health is always equal to its target number unless otherwise stated.
+
+-Suggested Additional Creatures for Use in Fairy Tale Settings
++##### Suggested Additional Creatures for Use in Fairy Tale Settings
+
+ The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
+ creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
+@@ -32409,9 +32405,9 @@
+
+ • Wizard, mighty
+
+-Beasts and Beings by Archetype
++##### Beasts and Beings by Archetype
+
+-Animals
++###### Animals
+
+ | Animals, common |
+ |-----------------------|
+@@ -32433,7 +32429,7 @@
+ | Toby the turtle |
+ | Wolf, Big Bad |
+
+-Crafted
++###### Crafted
+
+ | Geppetto's children |
+ |--------------------------------|
+@@ -32442,7 +32438,7 @@
+ | Tin Woodman |
+ | Virgilius's copper dogs |
+
+-Earth Beings
++###### Earth Beings
+
+ | Erikling |
+ |---------------------------------|
+@@ -32454,7 +32450,7 @@
+ | Satyr |
+ | Troll |
+
+-Fey Beings
++###### Fey Beings
+
+ | Áine, Fairy Queen of Light and Love |
+ |-----------------------------------------------|
+@@ -32477,7 +32473,7 @@
+ | Tunnel bog |
+ | Will-o-wisp |
+
+-Of the Grave
++###### Of the Grave
+
+ | Death |
+ |---------------------------------------|
+@@ -32490,7 +32486,7 @@
+ | Ghoul (Cypher System Rulebook) |
+ | Skeleton (Cypher System Rulebook) |
+
+-Human NPCs
++###### Human NPCs
+
+ | Aristocrat |
+ |---------------------|
+@@ -32500,7 +32496,7 @@
+ | Robber/Thief |
+ | Scholar |
+
+-Named Characters
++###### Named Characters
+
+ | Happy |
+ |-----------------|
+@@ -32509,7 +32505,7 @@
+ | Snow White |
+ | Toby the turtle |
+
+-Royalty
++###### Royalty
+
+ | Áine, Fairy Queen of Light and Love |
+ |---------------------------------------------------|
+@@ -32524,7 +32520,7 @@
+ | Red Knight |
+ | White stag royal |
+
+-Shapeshifters
++###### Shapeshifters
+
+ | Changeling |
+ |------------|
+@@ -32532,7 +32528,7 @@
+ | Queen |
+ | Witch |
+
+-Spiring Beings
++###### Spiring Beings
+
+ | Black dog |
+ |---------------------------------------|
+@@ -32548,7 +32544,7 @@
+ | Nightmare |
+ | Skeleton (Cypher System Rulebook) |
+
+-Tricksters
++###### Tricksters
+
+ | Cheshire Cat |
+ |--------------------------------|
+@@ -32557,7 +32553,7 @@
+ | Satyr |
+ | Wolf, Big Bad |
+
+-Water Beings
++###### Water Beings
+
+ | Caileach |
+ |----------------------|
+@@ -32569,7 +32565,7 @@
+ | The Sea, Herself |
+ | Siren |
+
+-Witches, Wizards, and Sorcerers
++###### Witches, Wizards, and Sorcerers
+
+ | Witch (archetype) |
+ |------------------------------|
+@@ -32584,7 +32580,7 @@
+ | Wicked Witch of the West |
+ | Witch of the Drowning Slough |
+
+-World and Weather Beings
++###### World and Weather Beings
+
+ | Moon |
+ |--------------------|
+@@ -32592,7 +32588,7 @@
+ | West Wind |
+ | Wind children, the |
+
+-### MAGICAL ANIMALS
++##### MAGICAL ANIMALS
+
+ Bear: level 5; health 20; Armor 1; two magical abilities
+
+@@ -32655,7 +32651,7 @@
+ Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
+ or might not be living, depending on its nature.
+
+-### OF BITE AND CLAW (CREATURES)
++##### OF BITE AND CLAW (CREATURES)
+
+ The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
+ snarks.
+@@ -32689,7 +32685,7 @@
+
+ level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
+
+-### CRAFTED (CREATURES)
++##### CRAFTED (CREATURES)
+
+ Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
+ Pinocchio,
+@@ -32720,7 +32716,7 @@
+
+ Level 5; Armor 2
+
+-### OF EARTH AND STONE (CREATURES)
++##### OF EARTH AND STONE (CREATURES)
+
+ Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
+ made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
+@@ -32739,7 +32735,7 @@
+ Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
+ of damage per round; troll regains 3 points of health per round.
+
+-### FEY (CREATURES)
++##### FEY (CREATURES)
+
+ In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
+ boggarts, and goblins. There are so many types of fey beings in
+@@ -32767,7 +32763,7 @@
+
+ Level 2, stealth and finding lost items as level 6
+
+-### OF WATER AND WAVES (CREATURES)
++##### OF WATER AND WAVES (CREATURES)
+
+ Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
+ areas of the world.
+@@ -32794,7 +32790,7 @@
+ Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
+ foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
+
+-### NPCs
++##### NPCs
+
+ The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
+ fairy tales.
+@@ -32833,7 +32829,7 @@
+
+ Suggested types and additional equipment for a horror setting are the same as in a modern setting.
+
+-### ENCYCLOPEDIA OF HORROR MECHANICS
++#### ENCYCLOPEDIA OF HORROR MECHANICS
+
+ This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
+ suspenseful. Horror modules are tweaks the GM applies
+@@ -32852,7 +32848,7 @@
+ use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
+ twist to the game.
+
+-### GENERAL HORROR GM INTRUSIONS
++#### GENERAL HORROR GM INTRUSIONS
+
+ The following GM intrusions work for most horror genres.
+
+@@ -32870,7 +32866,7 @@
+ • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
+ blinding them until they take an action to wipe their eyes clean.
+
+-### BAD PENNY
++#### BAD PENNY
+
+ An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
+ discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
+@@ -32887,7 +32883,7 @@
+ earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
+ PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
+
+-### CHARACTER POSSE
++#### CHARACTER POSSE
+
+ Every player is given at least two characters to run, each with about the same amount of background and abilities so
+ they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
+@@ -32905,7 +32901,8 @@
+ and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
+ require special actions (like Anecdote and Muscles of Iron).
+
+-### DEAD ALL ALONG
++#### DEAD ALL ALONG
++
+ A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
+ quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
+ from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
+@@ -32922,7 +32919,7 @@
+ When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
+ module.
+
+-### FRAGILITY
++#### FRAGILITY
+
+ Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
+ increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
+@@ -32937,7 +32934,7 @@
+ affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
+ Pools).
+
+-### GHOSTLY HELPERS
++#### GHOSTLY HELPERS
+
+ In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
+ player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
+@@ -32961,7 +32958,7 @@
+ Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
+ guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
+
+-### HALLUCINATION RESET
++#### HALLUCINATION RESET
+
+ In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
+ hallucinating or dreaming it. In some cases, their fear response
+@@ -32995,7 +32992,7 @@
+ something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
+ know if they should act on their "future memories" of these events or ignore them as falsehoods.
+
+-### HORROR MODE
++#### HORROR MODE
+
+ Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
+ tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
+@@ -33009,7 +33006,7 @@
+ task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
+ them feel more vulnerable.
+
+-### USING GM INTRUSIONS IN HORROR MODE
++##### USING GM INTRUSIONS IN HORROR MODE
+
+ With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
+ intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
+@@ -33039,7 +33036,7 @@
+ (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
+ that should be based on the situation.)
+
+-### OPTIONAL RULE: MADNESS
++#### OPTIONAL RULE: MADNESS
+
+ Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
+ campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
+@@ -33074,7 +33071,7 @@
+ their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
+ simple things.
+
+-### ESCALATION RATE
++#### ESCALATION RATE
+
+
+
+@@ -33104,7 +33101,7 @@
+
+
+
+-### HYSTERIA
++#### HYSTERIA
+
+ Screaming is a natural reaction when you're frightened, but it's also likely
+
+@@ -33127,7 +33124,7 @@
+
+ attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
+
+-### INSTANT PANIC
++#### INSTANT PANIC
+
+ Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
+ that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
+@@ -33142,7 +33139,7 @@
+ person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
+ it again as an intrusion if the circumstances warrant it.
+
+-### IRONMAN
++#### IRONMAN
+
+ There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
+ and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
+@@ -33155,7 +33152,7 @@
+ whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
+ healing cyphers and artifacts, but limit them to the minimum amount.
+
+-### LAST SURVIVOR
++#### LAST SURVIVOR
+
+ Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
+ journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
+@@ -33189,14 +33186,15 @@
+ everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
+ character getting 1 XP. Once this happens, the last survivor token is removed from the game.
+
+-### MADNESS
++#### MADNESS
+
+ Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
+ or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
+ by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
+ Mad descriptor.
+
+-### PERILOUS VENTURE
++#### PERILOUS VENTURE
++
+ Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
+ make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
+ banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
+@@ -33240,7 +33238,8 @@
+ blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
+ could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
+
+-### POOR CHOICES
++#### POOR CHOICES
++
+ Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
+ friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
+ and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
+@@ -33262,7 +33261,7 @@
+ As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
+ consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
+
+-### POOR CHOICES INTRUSIONS
++##### POOR CHOICES INTRUSIONS
+
+ The following are examples of GM intrusions to use with the Poor Choices module.
+
+@@ -33352,7 +33351,7 @@
+
+ • A character tries to help a child who has no reason for being there.
+
+-### SECRET TWIST
++#### SECRET TWIST
+
+ It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
+ interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
+@@ -33395,7 +33394,7 @@
+ sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
+ separate notes about what the original and the duplicate know.
+
+-### SHOCK
++#### SHOCK
+
+ Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
+ means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
+@@ -33405,7 +33404,7 @@
+ the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
+ appropriate action, perhaps with input from the player).
+
+-### SHOCK LEVELS
++##### SHOCK LEVELS
+
+ | Event | Level |
+ |---------------------------------------------------------------------------------------------------------|----------------|
+@@ -33420,7 +33419,7 @@
+ | Witnessing something supernatural (like a spell) | 5 |
+ | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
+
+-### UNEASE
++#### UNEASE
+
+ Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
+ something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
+@@ -33445,7 +33444,7 @@
+
+ In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
+
+-### CONSENT
++#### CONSENT
+
+ Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
+ make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
+@@ -33465,7 +33464,7 @@
+ For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
+ PDF at myMCG.info/consent
+
+-### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
++#### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
+
+ The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
+ each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
+@@ -33515,7 +33514,7 @@
+
+ \* Creature found in the Cypher System Rulebook
+
+-### HORROR CYPHERS
++#### HORROR CYPHERS
+
+ Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
+ mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
+@@ -33531,7 +33530,7 @@
+ invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
+ award a new manifest cypher.
+
+-### ALIEN CYPHERS
++##### ALIEN CYPHERS
+
+ | 1-2 | Anathema siren (aliens) |
+ |-------|------------------------------|
+@@ -33545,7 +33544,7 @@
+ | 17-18 | Primitive doppelganger |
+ | 19-20 | Visage scrutinizer |
+
+-### BODY HORROR CYPHERS
++##### BODY HORROR CYPHERS
+
+ | 1-2 | Ascendant flesh vivisector |
+ |-------|----------------------------|
+@@ -33559,7 +33558,7 @@
+ | 17-18 | Primitive doppelganger |
+ | 19-20 | Reanimator |
+
+-### CLASSIC MONSTER CYPHERS
++##### CLASSIC MONSTER CYPHERS
+
+ | 1 | Anathema siren (cryptids) |
+ |-------|-----------------------------|
+@@ -33577,7 +33576,7 @@
+ | 18-19 | Silgarho infusion |
+ | 20 | Unphantomed limb |
+
+-### DARK MAGIC AND OCCULT CYPHERS
++##### DARK MAGIC AND OCCULT CYPHERS
+
+ | 1-4 | Anathema siren (demons) |
+ |-------|-------------------------|
+@@ -33589,7 +33588,7 @@
+
+
+
+-### DEMON CYPHERS
++##### DEMON CYPHERS
+
+ | 1-4 | Anathema siren (demons) |
+ |-------|-------------------------|
+@@ -33599,13 +33598,13 @@
+ | 14-16 | Reanimator |
+ | 17-20 | Visage scrutinizer |
+
+-### GHOST CYPHERS
++##### GHOST CYPHERS
+
+ | 1-8 | Anathema siren (ghost) |
+ |------|------------------------|
+ | 9-20 | Ghost detector |
+
+-### LOVECRAFTIAN CYPHERS
++##### LOVECRAFTIAN CYPHERS
+
+ | 1-2 | Anathema siren (aliens) |
+ |-------|---------------------------------------------|
+@@ -33620,7 +33619,7 @@
+ | 18-19 | Invisibility revealer |
+ | 20 | Mind swapper |
+
+-### MUMMY CYPHERS
++##### MUMMY CYPHERS
+
+ | 1-6 | Anathema siren (mummies) |
+ |-------|--------------------------|
+@@ -33628,7 +33627,7 @@
+ | 13-16 | Reanimator |
+ | 17-20 | Revenant serum |
+
+-### SCIENCE GONE WRONG CYPHERS
++##### SCIENCE GONE WRONG CYPHERS
+
+ | 1 | Anathema siren (simulacra) |
+ |-----|----------------------------|
+@@ -33652,7 +33651,7 @@
+ | 19 | Revenant serum |
+ | 20 | Unphantomed limb |
+
+-### UNDEAD CYPHERS
++##### UNDEAD CYPHERS
+
+ | 1-3 | Anathema siren (ghosts) |
+ |-------|---------------------------|
+@@ -33666,14 +33665,14 @@
+ | 16-18 | Silgarho infusion |
+ | 19-20 | Wolfsbane potion |
+
+-### VAMPIRE CYPHERS
++##### VAMPIRE CYPHERS
+
+ | 1-6 | Anathema siren (vampire) |
+ |-------|--------------------------|
+ | 7-12 | Humanity tester |
+ | 13-20 | Silgarho infusion |
+
+-### WEREWOLF CYPHERS
++##### WEREWOLF CYPHERS
+
+ | 1-5 | Anathema siren (werewolves) |
+ |-------|-----------------------------|
+@@ -33683,16 +33682,14 @@
+
+
+
+-### ZOMBIE CYPHERS
++##### ZOMBIE CYPHERS
+
+ | 1-8 | Anathema siren (undead) |
+ |-------|-------------------------|
+ | 9-14 | Reanimator |
+ | 15-20 | Revenant serum |
+
+-### A SELECTION OF HORROR CYPHERS
+-
+-### ANATHEMA SIREN
++##### ANATHEMA SIREN
+
+ Level: 1d6 + 2
+
+@@ -33719,7 +33716,7 @@
+ | 91-95 | Extradimensional creatures |
+ | 96-00 | Undead |
+
+-### ASCENDANT BRAIN VIVISECTOR
++##### ASCENDANT BRAIN VIVISECTOR
+
+ Level: 1d6 + 4
+
+@@ -33738,7 +33735,7 @@
+ Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
+ instigating aggressive behavior.
+
+-### ASCENDANT FLESH VIVISECTOR
++##### ASCENDANT FLESH VIVISECTOR
+
+ Level: 1d6 + 4
+
+@@ -33755,7 +33752,7 @@
+ Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
+ features.
+
+-### ORRUPTED CANOPIC JAR
++##### ORRUPTED CANOPIC JAR
+
+ Level: 1d6 + 1
+
+@@ -33764,7 +33761,7 @@
+ Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
+ assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
+
+-### ECAPITATIVE LONGEVITY
++##### ECAPITATIVE LONGEVITY
+
+ Level: 1d6 + 4
+
+@@ -33783,7 +33780,7 @@
+ When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
+ someone can carefully sever the head from the body, which doesn't harm the head.
+
+-### GHOST DETECTOR
++##### GHOST DETECTOR
+
+ Level: 1d6 + 1
+
+@@ -33796,7 +33793,7 @@
+ in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
+ cypher remains active for ten minutes per cypher level.
+
+-### GHOST TRAP
++##### GHOST TRAP
+
+ Level: 1d6 + 2
+
+@@ -33810,7 +33807,7 @@
+
+ Ghosts in a trap can be permanently stored in a ghost vault.
+
+-### HOMUNCULUS FLASK
++##### HOMUNCULUS FLASK
+
+ Level: 1d6 + 1
+
+@@ -33824,7 +33821,7 @@
+
+ Homunculus: level 2; alchemy, all defenses, and stealth as level 3
+
+-### HORRIFIC ARM
++##### HORRIFIC ARM
+
+ Level: 1d6 + 1
+
+@@ -33837,7 +33834,7 @@
+ attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
+ take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
+
+-### HORRIFIC EYE
++##### HORRIFIC EYE
+
+ Level: 1d6 + 1
+
+@@ -33850,7 +33847,7 @@
+ surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
+ becomes nonfunctional). The eye lasts for one day per cypher level.
+
+-### HORRIFIC FACE
++##### HORRIFIC FACE
+
+ Level: 1d6 + 1
+
+@@ -33865,7 +33862,7 @@
+ creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
+ days if the cypher is level 6 or higher).
+
+-### HORRIFIC INTEGRATED WEAPON
++##### HORRIFIC INTEGRATED WEAPON
+
+ Level: 1d6 + 3
+
+@@ -33884,7 +33881,7 @@
+ | 13-16 | Light handgun |
+ | 17-20 | Medium handgun |
+
+-### HORRIFIC ORIFICE
++##### HORRIFIC ORIFICE
+
+ Level: 1d6 + 3
+
+@@ -33899,7 +33896,7 @@
+ Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
+ control their mind by inserting data devices into the orifice.
+
+-### HUMANITY TESTER
++##### HUMANITY TESTER
+
+ Level: 1d6 + 4
+
+@@ -33915,7 +33912,7 @@
+ multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
+ kind of fake
+
+-### INSANITY SUPPRESSOR
++##### INSANITY SUPPRESSOR
+
+ Level: 1d6
+
+@@ -33927,7 +33924,7 @@
+ make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
+ each day that has passed since the cypher was used.
+
+-### INVISIBILITY REVEALER
++##### INVISIBILITY REVEALER
+
+ Level: 1d6 + 4
+
+@@ -33937,7 +33934,7 @@
+ point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
+ those outside the area become visible if they enter the area.
+
+-### INVISIBILITY SERUM
++##### INVISIBILITY SERUM
+
+ Level: 1d6 + 2
+
+@@ -33955,7 +33952,7 @@
+ The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
+ Many users have become "stuck" in the invisible state and eventually go mad as a result.
+
+-### MIND SWAPPER
++##### MIND SWAPPER
+
+ Level: 1d6 + 2
+
+@@ -33972,7 +33969,7 @@
+ Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
+ trouble in the user's body.
+
+-### PRIMITIVE DOPPELGANGER
++##### PRIMITIVE DOPPELGANGER
+
+ Level: 1d6 + 1
+
+@@ -33988,7 +33985,7 @@
+ Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
+ entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
+
+-### REANIMATOR
++##### REANIMATOR
+
+ Level: 1d6 + 2
+
+@@ -33998,7 +33995,7 @@
+ the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
+ one round if level 6 or higher).
+
+-### REVENANT SERUM
++##### REVENANT SERUM
+
+ Level: 1d6 + 4
+
+@@ -34014,7 +34011,7 @@
+ to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
+ this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
+
+-### SILGARHO INFUSION
++##### SILGARHO INFUSION
+
+ Level: 1d6
+
+@@ -34033,7 +34030,7 @@
+ Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
+ turns skin purple or purple-grey
+
+-### UNPHANTOMED LIMB
++##### UNPHANTOMED LIMB
+
+ Level: 1d6
+
+@@ -34049,7 +34046,7 @@
+ points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
+ lasts for one day per cypher level.
+
+-### VISAGE SCRUTINIZER
++##### VISAGE SCRUTINIZER
+
+ Level: 1d6 + 2
+
+@@ -34062,7 +34059,7 @@
+ a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
+ lower than the cypher's level. The cypher lasts for one hour.
+
+-### WOLFSBANE POTION
++##### WOLFSBANE POTION
+
+ Level: 1d6
+
+@@ -34076,7 +34073,7 @@
+ werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
+ regenerating for several minutes.
+
+-### HORROR ARTIFACTS
++#### HORROR ARTIFACTS
+
+ Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
+ device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
+@@ -34102,7 +34099,8 @@
+
+ > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
+
+-### LOVECRAFTIAN ARTIFACTS
++##### LOVECRAFTIAN ARTIFACTS
++
+ The stories of the mythos often feature strange books or devices (which might be magical or of
+
+ exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
+@@ -34118,9 +34116,7 @@
+
+ • Shining trapezohedron
+
+-### HORROR ARTIFACTS
+-
+-### BOOK OF THOTH
++##### BOOK OF THOTH
+
+ Level: 1d6 + 2
+
+@@ -34134,7 +34130,7 @@
+
+ Depletion: —
+
+-### BRAIN CYLINDER
++##### BRAIN CYLINDER
+
+ Level: 1d6 + 2
+
+@@ -34158,7 +34154,7 @@
+ Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
+ want to study humans.
+
+-### CURSED VIDEO
++##### CURSED VIDEO
+
+ Level: 1d6 + 2
+
+@@ -34175,7 +34171,7 @@
+
+ Depletion: —
+
+-### DEMON PUZZLE
++##### DEMON PUZZLE
+
+ Level: 1d6 + 4
+
+@@ -34195,7 +34191,7 @@
+
+ Depletion: 1 in 1d100
+
+-### GHOST VAULT
++##### GHOST VAULT
+
+ Level: 1d6 + 4
+
+@@ -34208,7 +34204,7 @@
+
+ Depletion: 1 in 1d20 (check each month)
+
+-### HUMAN SUIT
++##### HUMAN SUIT
+
+ Level: 1d6
+
+@@ -34222,7 +34218,7 @@
+
+ Depletion: 1 in 1d20
+
+-### MONKEY'S PAW
++##### MONKEY'S PAW
+
+ Level: 1d6
+
+@@ -34240,7 +34236,7 @@
+
+ Depletion: 1 in 1d6
+
+-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
++##### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
+
+ Level: 1d6 + 4
+
+@@ -34269,7 +34265,7 @@
+
+ Depletion: —
+
+-### PNAKOTIC MANUSCRIPTS
++##### PNAKOTIC MANUSCRIPTS
+
+ Level: 1d6 + 2
+
+@@ -34293,7 +34289,7 @@
+
+ Depletion: —
+
+-### SHINING TRAPEZOHEDRON
++##### SHINING TRAPEZOHEDRON
+
+ Level: 1d6 + 3
+
+@@ -34311,7 +34307,7 @@
+
+ Depletion: —
+
+-### SILGARHO BULLET
++##### SILGARHO BULLET
+
+ Level: 1d6
+
+@@ -34330,7 +34326,7 @@
+
+ Depletion: Automatic
+
+-### SPIRIT BOARD
++##### SPIRIT BOARD
+
+ Level: 1d6
+
+@@ -34356,7 +34352,7 @@
+
+ Depletion: 1 in 1d100 (check each session)
+
+-### BOOK OF INVERSION
++##### BOOK OF INVERSION
+
+ Level: 8
+
+@@ -34374,7 +34370,7 @@
+
+ Depletion: 1 in 1d10
+
+-### SHADOW BOX
++##### SHADOW BOX
+
+ Level: 7
+
+@@ -34389,7 +34385,7 @@
+
+ Depletion: 1–2 in 1d6
+
+-### SPHERE 23
++##### SPHERE 23
+
+ Level: 1d6 + 4
+
+@@ -34410,7 +34406,7 @@
+
+ Suggested types and additional equipment for a romance setting are the same as in a modern setting
+
+-### CONSENT AND BOUNDARIES
++#### CONSENT AND BOUNDARIES
+
+ You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
+ involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
+@@ -34431,7 +34427,7 @@
+ For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
+ PDF at myMCG.info/consent
+
+-### THE CHECK-IN
++#### THE CHECK-IN
+
+ It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
+ what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
+@@ -34449,7 +34445,7 @@
+
+ The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
+
+-### OPTIONAL RULE: INFATUATION
++#### OPTIONAL RULE: INFATUATION
+
+ When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
+ an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
+@@ -34462,7 +34458,7 @@
+
+ Infatuation can happen whether the PC is attracted to an NPC or a PC.
+
+-### OPTIONAL RULES: RELATIONSHIP LEVELS
++#### OPTIONAL RULES: RELATIONSHIP LEVELS
+
+ When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
+ If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
+@@ -34488,7 +34484,7 @@
+ far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
+ in these situations the connection between any two individuals should have its own level.)
+
+-### ROMANTIC RELATIONSHIP LEVELS
++##### ROMANTIC RELATIONSHIP LEVELS
+
+ | | |
+ |-------|---------------------------------------------------------------------|
+@@ -34520,7 +34516,7 @@
+ relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
+ and decreased just as it can with a romantic relationship.
+
+-### PLATONIC RELATIONSHIP LEVELS
++##### PLATONIC RELATIONSHIP LEVELS
+
+ | | |
+ |-------|-------------------------------------------------------------------------------------|
+@@ -34547,7 +34543,7 @@
+ long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
+ something as prosaic as a global disease pandemic.
+
+-### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
++#### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
+
+ | | |
+ |----------|--------------------------------|
+@@ -34573,7 +34569,7 @@
+
+ Survivor, typical: level 3
+
+-### OPTIONAL RULES FOR THE APOCALYPSE
++#### OPTIONAL RULES FOR THE APOCALYPSE
+
+ The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
+ civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
+@@ -34596,7 +34592,7 @@
+ running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
+ to the game.
+
+-### EXPOSURE, STARVATION, AND DEHYDRATION
++#### EXPOSURE, STARVATION, AND DEHYDRATION
+
+ Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
+ post‑apocalyptic scenario, given that survival is a primary theme of the genre.
+@@ -34606,11 +34602,12 @@
+
+ Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
+
+-### EXPOSURE
++#### EXPOSURE
++
+ The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
+ degrading.
+
+-Too Cold
++##### Too Cold
+
+ Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
+ hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
+@@ -34622,7 +34619,7 @@
+ (–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
+ Might defense roll each hour or descend one step on the damage track.
+
+-Too Hot
++##### Too Hot
+
+ Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
+ can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
+@@ -34634,7 +34631,7 @@
+ exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
+ minutes. On a failed roll, the character descends one step on the damage track.
+
+-### RULE OF THREE
++#### RULE OF THREE
+
+ One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
+ something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
+@@ -34642,7 +34639,7 @@
+ environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
+ is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
+
+-### STARVATION
++#### STARVATION
+
+ Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
+ take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
+@@ -34650,7 +34647,7 @@
+ character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
+ step on the damage track.
+
+-### DEHYDRATION
++#### DEHYDRATION
+
+ Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
+ physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
+@@ -34658,7 +34655,7 @@
+ lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
+ defense roll each day. On a failed roll, the character descends one step on the damage track.
+
+-### RADIATION IN THE REAL WORLD
++#### RADIATION IN THE REAL WORLD
+
+ Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
+ cancer, and death.
+@@ -34711,7 +34708,7 @@
+ Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
+ defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
+
+-### SCAVENGING, REPAIRING, AND BUILDING
++#### SCAVENGING, REPAIRING, AND BUILDING
+
+ Survivors need food and shelter in a world turned upside down.
+
+@@ -34724,7 +34721,7 @@
+ following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
+ cross‑reference them to understand how it all works.
+
+-Food, Water, and Shelter
++##### Food, Water, and Shelter
+
+ PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
+ reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
+@@ -34742,7 +34739,7 @@
+ especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
+ resources.
+
+-Food and Water
++##### Food and Water
+
+ Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
+ but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
+@@ -34750,7 +34747,7 @@
+ Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
+ but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
+
+-Scavenging and Related Tasks
++##### Scavenging and Related Tasks
+
+ | Level | Task |
+ |-------|-------------------------------------------------------------------------------------------------------------------------------------|
+@@ -34759,7 +34756,7 @@
+ | \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
+ | \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
+
+-Changing Conditions Affect Scavenger Success
++##### Changing Conditions Affect Scavenger Success
+
+ The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
+ already spent there.
+@@ -34779,7 +34776,7 @@
+ dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
+ evident.
+
+-### USEFUL STUFF
++#### USEFUL STUFF
+
+ Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
+ stuff is often found along with these basic requirements.
+@@ -34800,7 +34797,7 @@
+ considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
+ 1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
+
+-Useful Stuff Table
++##### Useful Stuff Table
+
+ Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
+ good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
+@@ -36223,7 +36220,7 @@
+
+
+
+-### JUNK
++#### JUNK
+
+ Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
+ function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
+@@ -36244,7 +36241,7 @@
+ equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
+ asking an ally for help; or something else.
+
+-Junk
++##### Junk
+
+ | | |
+ |-----|-------------------------------------------------------------------------------------------------|
+@@ -36260,7 +36257,7 @@
+ | 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
+ | 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
+
+-### REPAIRING AND BUILDING
++#### REPAIRING AND BUILDING
+
+ Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
+ craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
+@@ -36291,7 +36288,7 @@
+ time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
+ in the Cypher System Rulebook.
+
+-### EQUIPMENT MAINTENANCE
++#### EQUIPMENT MAINTENANCE
+
+ When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
+ a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
+@@ -36306,7 +36303,7 @@
+ roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
+ thereafter, unless a special circumstance occurs.
+
+-Repairing and Crafting Difficulty and Time
++##### Repairing and Crafting Difficulty and Time
+
+
+
+@@ -36519,7 +36516,7 @@
+
+ \*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
+
+-Handloading Tool Set
++##### Handloading Tool Set
+
+ A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
+ to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
+@@ -36528,7 +36525,7 @@
+ If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
+ can be recharged with 1 load of metal junk and 1 load of chemical junk).
+
+-### IRONMAN
++#### IRONMAN
+
+ This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
+ people.
+@@ -36547,7 +36544,7 @@
+ for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
+ allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
+
+-### FRAGILITY
++#### FRAGILITY
+
+ This optional rule prevents power creep in PCs.
+
+@@ -36565,7 +36562,7 @@
+ adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
+ Front (which permanently increase one or more Pools).
+
+-### ADVANCED AND ALIEN TECH
++#### ADVANCED AND ALIEN TECH
+
+ Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
+
+@@ -36579,12 +36576,12 @@
+ setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
+ but the tech could just as easily stand alone or be part of an End of Days theme.
+
+-### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
++##### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
+
+ In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
+ discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
+
+-### UNDERSTANDING ADVANCED AND ALIEN TECH
++##### UNDERSTANDING ADVANCED AND ALIEN TECH
+
+ Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
+ harder.
+@@ -36603,7 +36600,7 @@
+ intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
+ advanced or alien device in a PC's possession.
+
+-### ADVANCED AND ALIEN TECH GM INTRUSIONS
++##### ADVANCED AND ALIEN TECH GM INTRUSIONS
+
+ Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
+ understand how to use it again after resolving the intrusion.
+@@ -36622,7 +36619,7 @@
+ | 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
+ | 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
+
+-### INCREDIBLE MUTATIONS
++#### INCREDIBLE MUTATIONS
+
+ Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
+ death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
+@@ -36637,7 +36634,7 @@
+ environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
+ based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
+
+-Mutated Creatures, Plants, and NPCs
++##### Mutated Creatures, Plants, and NPCs
+
+ The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
+ of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
+@@ -36665,7 +36662,7 @@
+
+ - Big clumps of fungal growth that are obviously intrusive and painful
+
+-Adaptive Mutations
++##### Adaptive Mutations
+
+ A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
+ provide some benefit, as follows.
+@@ -36684,13 +36681,13 @@
+
+ - Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
+
+-### OPTIONAL RULE: MUTANT DESCRIPTOR
++#### OPTIONAL RULE: MUTANT DESCRIPTOR
+
+ If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
+ with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
+ resulting PC is one that the player wants to play.
+
+-### OPTIONAL RULE: TRANSITORY MUTATIONS
++#### OPTIONAL RULE: TRANSITORY MUTATIONS
+
+ Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
+ that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
+@@ -36699,7 +36696,7 @@
+ You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
+ transitory mutations, not every PC in your game needs to have a volatile mutation.
+
+-Volatile Mutations
++##### Volatile Mutations
+
+ A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
+ usually does not change, and, at their option, one or two cosmetic mutations.
+@@ -36739,7 +36736,7 @@
+ hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
+ beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
+
+-Cyphers as Volatile Mutations
++###### Cyphers as Volatile Mutations
+
+ If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
+ volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
+@@ -36762,13 +36759,13 @@
+
+ - When the cypher volatile mutation is replaced, roll the level for the new mutation.
+
+-Other Consequences of Volatile Mutations
++###### Other Consequences of Volatile Mutations
+
+ If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
+ then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
+ their current Pool value, depending on whether they were completely healthy or not.
+
+-### D100 BENEFICIAL MUTATIONS
++#### D100 BENEFICIAL MUTATIONS
+
+ The following mutations do not require any visible changes or distinctions in the character. In other words, people who
+ have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
+@@ -36831,7 +36828,7 @@
+ details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
+ granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
+
+-### D100 HARMFUL MUTATIONS
++#### D100 HARMFUL MUTATIONS
+ Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
+
+ 01–10 Deformed leg: All movement tasks are hindered.
+@@ -36864,13 +36861,13 @@
+
+ 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
+
+-### CRIPPLING MUTATIONS
++#### CRIPPLING MUTATIONS
+
+ A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
+ Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
+ and so on. Such mutations prevent a character from being viable.
+
+-### D100 POWERFUL MUTATIONS
++#### D100 POWERFUL MUTATIONS
+
+ The following mutations do not require any visible changes in the character until used. People who have these mutations
+ are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
+@@ -36977,7 +36974,7 @@
+ subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
+ creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
+
+-### D100 DISTINCTIVE MUTATIONS
++#### D100 DISTINCTIVE MUTATIONS
+ The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
+ are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
+
+@@ -37113,7 +37110,7 @@
+ noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
+ human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
+
+-### COSMETIC MUTATIONS
++#### COSMETIC MUTATIONS
+
+ Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
+ decidedly more or less attractive. They are simply distinguishing alterations.
+@@ -37208,12 +37205,12 @@
+ | 99 | Feathers |
+ | 00 | Head crest |
+
+-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
++#### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
+
+ Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
+ attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
+
+-Realistic Threats and Hazards
++##### Realistic Threats and Hazards
+
+
+
+@@ -37471,7 +37468,7 @@
+
+ \* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
+
+-Fantastic Threats and Hazards
++##### Fantastic Threats and Hazards
+
+
+
+@@ -37657,7 +37654,7 @@
+
+
+
+-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
++#### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
+
+ If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
+ complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
+@@ -37827,7 +37824,7 @@
+ 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
+ but someplace completely different.
+
+-### POST-APOCALYPTIC CREATURES AND NPCs
++#### POST-APOCALYPTIC CREATURES AND NPCs
+
+ The most important element of each creature or NPC is its level. The level is the same as the target number used to
+ determine what a player must roll to attack or defend
+@@ -37838,7 +37835,7 @@
+ creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
+ health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
+
+-Building More Creatures and NPCs
++##### Building More Creatures and NPCs
+
+ Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
+ creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
+@@ -37851,7 +37848,7 @@
+ Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
+ into a more twisted version of their pre‑apocalypse self.
+
+-Blighted
++##### Blighted
+
+ A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
+ creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
+@@ -37878,46 +37875,46 @@
+ the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
+ creature loses the hindrance described in this paragraph.
+
+-Creatures By Apocalypse
++##### Creatures By Apocalypse
+
+-Any Apocalypse
++###### Any Apocalypse
+
+ Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
+ Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
+ A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
+
+-Biblical Apocalypse
++###### Biblical Apocalypse
+
+ In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
+ also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
+ Famine, and Plague).
+
+-Nuclear Apocalypse
++###### Nuclear Apocalypse
+
+ Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
+ fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
+ template.
+
+-AI Apocalypse
++###### AI Apocalypse
+
+ Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
+ mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
+ AI zombies.
+
+-Alien Apocalypse
++###### Alien Apocalypse
+
+ If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
+ potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
+
+-Temporal Apocalypse
++###### Temporal Apocalypse
+
+ If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
+ genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
+ melted.
+
+-### POST-APOCALYPTIC EQUIPMENT
++#### POST-APOCALYPTIC EQUIPMENT
+
+-Currency
++##### Currency
+
+ In your setting, you may want a new currency that PCs can use to purchase goods and services
+
+@@ -37926,7 +37923,7 @@
+
+ A few options are described here.
+
+-Loot
++##### Loot
+
+ The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
+ designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
+@@ -37934,7 +37931,7 @@
+ they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
+ apocalypse.
+
+-Ammunition
++##### Ammunition
+
+ | Price Category | Rounds of Ammo |
+ |----------------|----------------|
+@@ -37944,7 +37941,7 @@
+ | Very expensive | 1,000 bullets |
+ | Exorbitant | 10,000 bullets |
+
+-Other Currency Options
++##### Other Currency Options
+
+ Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
+ especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
+@@ -37967,7 +37964,7 @@
+ for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
+ setting.
+
+-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
++#### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
+
+ In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
+ be available in trade from other survivors, or in the rare trade town.
+@@ -37975,7 +37972,7 @@
+ The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
+ equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
+
+-Inexpensive Items
++##### Inexpensive Items
+
+ | Weapons | Notes |
+ |--------------------------|-----------------------------------------------------------------|
+@@ -37999,7 +37996,7 @@
+ | Sunglasses | |
+ | Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
+
+-Moderately Priced Items
++##### Moderately Priced Items
+
+ | Weapons | Notes |
+ |---------------------|-------------------------------------------|
+@@ -38034,7 +38031,7 @@
+ | Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
+ | Water filter straw or bottle | Filters water while drinking |
+
+-Expensive Items
++##### Expensive Items
+
+ | Weapons | Notes |
+ |-----------------|-------------------------------|
+@@ -38058,7 +38055,7 @@
+ | Radiation tent | Prevents damage from environmental radiation |
+ | Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
+
+-Very Expensive Items
++##### Very Expensive Items
+
+ | Weapons | Notes |
+ |----------------|-----------------------------------------------|
+@@ -38077,26 +38074,26 @@
+ | Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
+ | Horse | Trained for riding (typically found with a few days of feed) |
+
+-Post-Apocalyptic Cyphers
++#### Post-Apocalyptic Cyphers
+
+-Subtle Cyphers
++##### Subtle Cyphers
+
+ Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
+ it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
+
+-Optional Rule: Transferring Subtle Cyphers
++###### Optional Rule: Transferring Subtle Cyphers
+
+ A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
+ effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
+ the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
+ of the character activating the cypher, not the recipient.
+
+-Manifest Cyphers
++##### Manifest Cyphers
+
+ Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
+ it fell, or the technology or magic that caused the end of the world.
+
+-Scavenger Subtle Cyphers
++##### Scavenger Subtle Cyphers
+
+ Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
+ subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
+@@ -38125,14 +38122,14 @@
+ | 18 | Useful thing |
+ | 19-20 | Useful tool |
+
+-Ammunition
++###### Ammunition
+
+ Level: 1d6 + 1
+
+ Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
+ firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
+
+-Construction Supply
++###### Construction Supply
+
+ Level: 1d6 + 1
+
+@@ -38147,7 +38144,7 @@
+ | 4 | Electrician's tape |
+ | 5-6 | Duct tape |
+
+-Edible Food
++###### Edible Food
+
+ Level: 1d6 + 1
+
+@@ -38186,7 +38183,7 @@
+ | 84-97 | Vegetables, canned |
+ | 98-00 | Vegetables, fresh |
+
+-Firearm
++###### Firearm
+
+ Level: 1d6 + 1
+
+@@ -38208,14 +38205,14 @@
+ | 9 | Heavy rifle (heavy, very long range) |
+ | 10 | Submachine gun (medium, rapid-fire, short range) |
+
+-First Aid
++###### First Aid
+
+ Level: 1d6 + 1
+
+ Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
+ cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
+
+-How-To Manual
++###### How-To Manual
+
+ Level: 1d6 + 1
+
+@@ -38236,7 +38233,7 @@
+ | 9 | Smithcraft |
+ | 10 | Chemistry |
+
+-Medicine
++###### Medicine
+
+ Level: 1d6 + 1
+
+@@ -38270,7 +38267,7 @@
+ | 19 | Acid reflux |
+ | 20 | Blood clots |
+
+-Melee Weapon
++###### Melee Weapon
+
+ Level: 1d6 + 1
+
+@@ -38290,7 +38287,7 @@
+ | 9 | Bow (medium) |
+ | 10 | Pickaxe (heavy) |
+
+-Potable Liquid
++###### Potable Liquid
+
+ Level: 1d6 + 1
+
+@@ -38306,7 +38303,7 @@
+ | 8-9 | Water, bottled or canned |
+ | 10 | Wine |
+
+-Transport
++###### Transport
+
+ Level: 1d6 + 1
+
+@@ -38324,7 +38321,7 @@
+ | 9 | Motorcycle, gas or electric |
+ | 10 | Two-wheeled, self-balancing personal transporter |
+
+-Useful Clothing
++###### Useful Clothing
+
+ Level: 1d6 + 1
+
+@@ -38344,14 +38341,14 @@
+ | 9 | Military body armor (heavy armor) |
+ | 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
+
+-Useful Thing
++###### Useful Thing
+
+ Level: 1d6 + 1
+
+ Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
+ character can choose which item they obtain from the table.
+
+-Useful Tool
++###### Useful Tool
+
+ Level: 1d6 + 1
+
+@@ -38381,7 +38378,7 @@
+ | 19 | Can opener |
+ | 20 | Box of black markers |
+
+-Additional Post-Apocalyptic Manifest Cyphers
++##### Additional Post-Apocalyptic Manifest Cyphers
+
+ Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
+ activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
+@@ -38397,7 +38394,7 @@
+ the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
+ stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
+
+-AI-Fashioned Manifest Cyphers
++###### AI-Fashioned Manifest Cyphers
+
+ | D10 | Cypher |
+ |-----|-------------------------|
+@@ -38412,7 +38409,7 @@
+ | 9 | Fabricator, military |
+ | 10 | Smartdust |
+
+-### AI INSTANCE
++###### AI INSTANCE
+
+ Level: 1d6 + 1
+
+@@ -38425,7 +38422,7 @@
+ terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
+ actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
+
+-### ARMOR BREACH
++###### ARMOR BREACH
+
+ Level: 1d6
+
+@@ -38434,7 +38431,7 @@
+ coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
+ ### 6).
+
+-### DATA WIPE
++###### DATA WIPE
+
+ Level: 1d6 + 2
+
+@@ -38442,7 +38439,7 @@
+ is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
+ is permanently wiped from the hardware (or wetware, if installed on a living creature).
+
+-### DENATURE NANOTECH
++###### DENATURE NANOTECH
+
+ Level: 1d6 + 3
+
+@@ -38454,7 +38451,7 @@
+ target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
+ by nanotech, the creature would become so much inert biological matter.
+
+-### DETONATION (PRION)
++###### DETONATION (PRION)
+
+ Level: 1d6 + 2
+
+@@ -38465,7 +38462,7 @@
+ Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
+ is equal to or higher than the cypher's level take damage from the cypher for only one round.
+
+-### DISASSEMBLER
++###### DISASSEMBLER
+
+ Level: 1d6 + 1
+
+@@ -38476,7 +38473,7 @@
+ distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
+ effectiveness of any Armor worn by targets by 1.
+
+-### DISASSEMBLER, EPHEMERAL
++###### DISASSEMBLER, EPHEMERAL
+
+ Level: 1d6 + 2
+
+@@ -38487,7 +38484,7 @@
+ moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
+ being disassembled.
+
+-### FABRICATOR, CIVIL
++###### FABRICATOR, CIVIL
+
+ Level: 1d6 + 1
+
+@@ -38501,7 +38498,7 @@
+
+ A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
+
+-### FABRICATOR, MILITARY
++###### FABRICATOR, MILITARY
+
+ Level: 1d6 + 1
+
+@@ -38509,7 +38506,7 @@
+ weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
+ ammunition.
+
+-### SMARTDUST
++###### SMARTDUST
+
+ Level: 1d6 + 2
+
+@@ -38517,7 +38514,7 @@
+ number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
+ activity that occurs in that location no matter how far they are from it.
+
+-### PRE-APOCALYPTIC ARTIFACTS
++#### PRE-APOCALYPTIC ARTIFACTS
+
+ One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
+ commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
+@@ -38528,7 +38525,7 @@
+ being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
+ before‑times Useful Stuff objects into artifacts with a specific depletion.
+
+-Book
++##### Book
+
+ Level: 1d6
+
+@@ -38539,7 +38536,7 @@
+
+ Depletion: 1 in 1d100
+
+-Faraday Cake
++##### Faraday Cake
+
+ Level: 3
+
+@@ -38549,7 +38546,7 @@
+
+ Depletion: —
+
+-Salvaged Car
++##### Salvaged Car
+
+ Level: 1d6
+
+@@ -38559,7 +38556,7 @@
+
+ Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
+
+-Water Filter
++##### Water Filter
+
+ Level: 1d6 + 1
+
+@@ -38569,7 +38566,7 @@
+
+ Depletion: 1 in 1d20 (check each day used)
+
+-### POST-APOCALYPTIC ARTIFACTS
++#### POST-APOCALYPTIC ARTIFACTS
+
+ Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
+ available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
+@@ -38603,7 +38600,7 @@
+
+ \*Artifacts presented in the Cypher System Rulebook
+
+-### AUTODOC
++##### AUTODOC
+
+ Level: 1d6
+
+@@ -38614,7 +38611,7 @@
+
+ Depletion: 1 in 1d10
+
+-Carbonizer
++##### Carbonizer
+
+ Level: 1d6 + 1
+
+@@ -38639,7 +38636,7 @@
+
+ Depletion: 1 in 1d10 (check per use of scanning function)
+
+-Memory Eraser
++##### Memory Eraser
+
+ Level: 1d6 + 1
+
+@@ -38650,7 +38647,7 @@
+
+ Depletion: 1 in 1d20
+
+-Mutation Inducer
++##### Mutation Inducer
+
+ Level: 1d6 + 1
+
+@@ -38662,7 +38659,7 @@
+
+ Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
+
+-### MILITARY EXOSKELETON
++##### MILITARY EXOSKELETON
+
+ Level: 1d6 + 1
+
+@@ -38673,7 +38670,7 @@
+
+ Depletion: 1 in 1d10
+
+-Nanorifle
++##### Nanorifle
+
+ Level: 1d6 + 2
+
+@@ -38687,7 +38684,7 @@
+
+ Depletion: 1 in 1d100
+
+-### ROCKET FIST
++##### ROCKET FIST
+
+ Level: 1d6 + 2
+
+@@ -38698,7 +38695,7 @@
+
+ Depletion: 1 in 1d10
+
+-### ROCKET-PROPELLED GRENADE
++##### ROCKET-PROPELLED GRENADE
+
+ Level: 1d6 + 3
+
+@@ -38709,7 +38706,7 @@
+
+ Depletion: 1 in 1d6
+
+-Seal of Solomon
++##### Seal of Solomon
+
+ Level: 1d6 + 2
+
+@@ -38722,7 +38719,7 @@
+
+ Depletion: 1 in 1d100
+
+-Spear of Destiny
++##### Spear of Destiny
+
+ Level: 7
+
+@@ -38738,7 +38735,7 @@
+ Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
+ the character for 7 points of ambient damage each round they use it.
+
+-### TERAHERTZ SCANNER
++##### TERAHERTZ SCANNER
+
+ Level: 1d6 + 1
+
+@@ -38751,7 +38748,7 @@
+
+ Depletion: 1 in 1d20
+
+-Transfer Discs
++##### Transfer Discs
+
+ Level: 1d6 + 1
+
+@@ -38764,7 +38761,7 @@
+
+ Depletion: 1 in 1d20 (check after each day of use)
+
+-### SCAVENGING
++#### SCAVENGING
+
+ Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
+ safety.
+@@ -38803,7 +38800,7 @@
+ Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
+ often it can be disassembled and used as parts to create something else.
+
+-### USEFUL STUFF
++##### USEFUL STUFF
+
+
+
+@@ -38891,11 +38888,11 @@
+
+
+
+-### Post-Apocalyptic SPECIES DESCRIPTORS
++#### Post-Apocalyptic SPECIES DESCRIPTORS
+
+ In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
+
+-### MORLOCK
++##### MORLOCK
+
+ You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
+ scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
+@@ -38931,7 +38928,7 @@
+ 4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
+ needed to repair a failing ancient system.
+
+-### ROACH
++##### ROACH
+
+ You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
+ evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
+@@ -38972,15 +38969,15 @@
+
+ 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
+
+-### POST-APOCALYPTIC CHARACTER OPTIONS
++#### POST-APOCALYPTIC CHARACTER OPTIONS
+
+-Alternate Character Roles
++##### Alternate Character Roles
+
+ Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
+ after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
+ more sense to let your players choose roles for characters in a modern game.
+
+-### DESCRIPTORS
++##### DESCRIPTORS
+
+ In addition to the descriptors in the Cypher System Rulebook, you can widen the options
+
+@@ -38996,7 +38993,7 @@
+
+ Species: Canien, Felis, Flutter, Mutant
+
+-Bitter
++###### Bitter
+
+ Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
+ giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
+@@ -39029,7 +39026,7 @@
+
+ 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
+
+-Canien
++###### Canien
+
+ You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
+ and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
+@@ -39076,7 +39073,7 @@
+
+ out or keep an eye on them.
+
+-Felis
++###### Felis
+
+ You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
+ fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
+@@ -39121,7 +39118,7 @@
+
+ 4\. You got lost. The PCs found you and invited you to join their group.
+
+-Flutter
++###### Flutter
+
+ You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
+ down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
+@@ -39166,7 +39163,7 @@
+
+ 4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
+
+-Hopeful
++###### Hopeful
+
+ Despite civilization's fall, you're optimistic about what the future could bring, confident
+
+@@ -39204,7 +39201,7 @@
+
+ 4\. You answered a cry for help when another PC got in over their head.
+
+-Mutant
++###### Mutant
+
+ Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
+ ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
+@@ -39246,7 +39243,7 @@
+ 4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
+ mission.
+
+-Rusted
++###### Rusted
+
+ Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
+ itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
+@@ -39285,7 +39282,7 @@
+ 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
+ heard about the group's task.
+
+-Shiny
++###### Shiny
+
+ You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
+ sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
+@@ -39332,13 +39329,13 @@
+ scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
+ abilities), use the optional rule for scavenging, repairing, and building in this book instead.
+
+-### FOCI
++#### FOCI
+
+ This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
+ these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
+ than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
+
+-Merges Mind With Machine
++##### Merges Mind With Machine
+
+ You were raised in an underground bunker by Milly, an AI instance installed in your
+