diff --git a/_sidebar.md b/_sidebar.md
index 4519a36..37fee30 100644
--- a/_sidebar.md
+++ b/_sidebar.md
@@ -1,12 +1,18 @@
- [Home](/)
- [What is Vaarn?](what-is-vaarn.md)
- [Creating Characters](creating-characters.md)
-- [Ancestries](ancestries.md)
-- [Equipment](equipment.md)
+ - [Ancestries](ancestries.md)
+ - [Equipment](equipment.md)
+ - [Exotica](exotica.md)
+ - [Mystic Gifts](mystic-gifts.md)
+ - [Cybernetics](cybernetics.md)
- [Basic Rules](basic-rules.md)
-- [Transport in Vaarn](vehicles.md)
- [Referee Rules](referee-rules.md)
-- Regions of Vaarn
+- [Content Generators](content-generators.md)
+- [Transport in Vaarn](vehicles.md)
+- [Regions of Vaarn]()
+ - The Badlands
+ - [Gnomon](regions/the-badlands/gnomon.md)
- [The Interior](regions/the-interior.md)
- [Bestiary](bestiary.md)
- [Titans Of A Faded Age](titans.md)
diff --git a/ancestries.md b/ancestries.md
index 7dad21f..756f162 100644
--- a/ancestries.md
+++ b/ancestries.md
@@ -1,5 +1,5 @@
# Ancestries
-Ancestries describe what kind of being you are. Choose one of the five and use the Spark Tables for inspiration. Feel free to ignore the results if they do not match your vision for the character; they are intended as creative fuel only.
+_Ancestries describe what kind of being you are. Choose one of the five and use the Spark Tables for inspiration. Feel free to ignore the results if they do not match your vision for the character; they are intended as creative fuel only._
## True-Kin
_The true-kin sealed themselves inside hidden arcologies when the Great Collapse came, and in this fashion they preserved their bodies from the degradations that afflicted those left living upon the surface. The true-kin have fanatically kept their bloodlines free of mutation and parasitic nanomachinery, and closely guard their mastery of the ancients’ technology. The societies they built inside their secluded arcologies were hierarchical and caste-based; traditions the true-kin have carried with them into their re-colonisation of the surface world and establishment of the New Hegemony._
diff --git a/basic-rules.md b/basic-rules.md
index 893f0d7..71f483b 100644
--- a/basic-rules.md
+++ b/basic-rules.md
@@ -70,131 +70,3 @@ As you adventure in Vaarn, your character will grow from a relative novice into
When you level up, you receive 3 points which you may use to increase your Abilities. Abilities may never be raised higher than 20/+10. You may also roll a d8 and add the result to your maximum HP.
Once a character has reached level 10, they are considered complete. Each subsequent level will grant one extra HP, and they cannot increase their Abilities further. It is recommended that they recruit an Apprentice to accompany them on Expeditions. Once they have gained a few Levels, this Apprentice can become your new main character.
-
-# Mystic Gifts
-Faith, mastery of arcane nano-tech, abuse of psychoactive fungus, or mutation has given your mind uncanny influence over the material world. Gifts are not items you carry, but intrinsic abilities you possess. Using a Gift costs HP; a precise cost will be determined by the Referee once you describe what you want to accomplish. The baseline cost is d6 HP. Gifts always hit in combat without rolling against Armour; they deal damage of one dice size higher than the user paid in HP. Therefore paying d6 HP will result in a damage roll of d8, and so on.
-
-If you are not satisfied with the sample Gifts on offer, you may roll a completely random Gift. Simply roll once on the Quality table and once on the Form table opposite to generate the name of your Gift. You may decide, along with the GM and the other players, what exactly this Gift does.
-
-|d20|SOURCE OF POWER|YOUR GIFT|
-|---|---------------|---------|
-|1|Mystical Crystal|Telekinesis|
-|2|Ritual Cannibalism|Pyrokinesis|
-|3|Psychoactive Fungus|Telepathy|
-|4|Nanomachine Infection|Memory Extraction|
-|5|Irridiated at Birth|Mind Control|
-|6|Meditation|Invisibility|
-|7|Dream Quest|Astral Projection|
-|8|Parasitic Spirit Entity|Healing Hands|
-|9|Mutation|Paralysing Touch|
-|10|Addictive Rare Drug|Eye Lasers|
-|11|Cybernetic Implants|Augury|
-|12|Devouring Memories|Inhuman Speed|
-|13|Brain Surgery|Second Sight|
-|14|Religion|Force Wall|
-|15|Ancient Mask|Generate Lightning|
-|16|Ancient Ring|Ultrasonic Scream|
-|17|Born During Eclipse|Levitation|
-|18|Found Weird Orb|Summon Orbs|
-|19|beheld Azathoth, the Daemon Sultan|Cryokinesis|
-|20|Studied in Lost Archives|Induce Sleep|
-
-# Quality and Form
-|d20|1-5|6-10|11-15|16-20|
-|---|---|----|-----|-----|
-|1|Bashing|Absorbing|Adhering|Bewildering|
-|2|Binding|Armouring|Addicting|Calming|
-|3|Blinding|Banishing|Blackening|Charming
-|4|Burning|Concealing|Blossoming|Commanding
-|5|Choking|Countering|Cacophonous|Enticing
-|6|Consuming|Curing|Dazzling|Horrifying
-|7|Corroding|Cushioning|Dividing|Hysterical
-|8|Crushing|Deflecting|Duplicating|Maddening
-|9|Deafening|Disappearing|Evolving|Mesmerising
-|10|Detonating|Disarming|Extinguishing|Mocking
-|11|Disintegrating|Disguising|Fusing|Revealing
-|12|Draining|Entangling|Ghostly|Whirling
-|13|Electrifying|Warding|Grasping|Slithering
-|14|Excruciating|Guarding|Inflating|Dreaming
-|15|Freezing|Shielding|Inverting|Encoding
-|16|Withering|Healing|Invulnerable|Enraging
-|17|Impaling|Hindering|Prismatic|Pulsing
-|18|Imprisoning|Invigorating|Transmuting|Saddening
-|19|Infecting|Mending|Teleporting|Scrying
-|20|Liquefying|Nullifying|Whispering|Subtle
-
-|d20|1-5|6-10|11-15|16-20|
-|---|---|----|-----|-----|
-|1|Claw|Salt|Hail|Chaos
-|2|Clay|Sand|Haze|Cold
-|3|Crystal|Silk|Wind|Darkness
-|4|Flesh|Skin|Shard|Prism
-|5|Mould|Soil|Miasma|Distortion
-|6|Flower|Stone|Perfume|Dream
-|7|Fungus|Sugar|Pollen|River
-|8|Fruit|Ray|Plague|Fire
-|9|Glass|Thorn|Rain|Frost
-|10|Ice|Vine|Sandstorm|Ghost
-|11|Iron|Rust|Orb|Gravity
-|12|Ivory|Void|Bolt|Growth
-|13|Leaf|Ash|Snow|Song
-|14|Stone|Blizzard|Smoke|Voice
-|15|Moss|Breath|Arc|Light
-|16|Hand|Cloud|Sphere|Lightning
-|17|Gaze|Dust|Shield|Thread
-|18|Roots|Fog|Helix|Parasite
-|19|Beam|Mist|Web|Paradox
-|20|Cascade|Fragrance|Wound|Entropy
-
-# Exotica
-Exotica are strange, rare objects that are highly sought after. Each PC may begin play with one item of Exotica. Roll once on the table below. If you roll the same Exotica as another player, take the next available option down.
-
-|d20|EXOTICA|DESCRIPTION|
-|---|-------|-----------|
-|1|Mirror Ring|Projects a hologram copy of the wearer that mimics their actions.|
-|2|A Fool’s Head|The severed head of a synthetic jester. Not in great condition but can still remember some jokes.|
-|3|Singing Crystal|When struck, sings loudly and beautifully for up to an hour.|
-|4|Nightmare Box|Small cube of unbreakable, dark-tinted glass. One small peephole. Anyone looks inside will be paralysed by horror.|
-|5|Sandworm Horn|Blow outdoors to summon a sandworm, if you are bold enough.|
-|6|Midas Bomb|Transforms organic matter into gold.|
-|7|Sky-seeking Salve|Reverses effect of gravity on object it coats. Take care when outdoors|
-|8|Chameleon Cloak|Perfectly matches the colour of its surroundings|
-|9|Desiccated Mycomorph|Tiny dried out fungus-man. A drop of blood will revive him.|
-|10|Flesh of the Honeyed Lamb|Stolen from the Cult of the Honeyed Lamb; meat imbued with a powerful medicinal psychedelic.|
-|11|Agoniser|A barbaric relic. Silver needle that causes unbearable pain to organic creatures without leaving a mark.|
-|12|Exultant’s Hawk|Cybernetic hunting animal, bound to you telepathically. 3 HP, Armour 17, d4 claw damage.|
-|13|Black Heart|Repulsive twitching cyborg organ. Will slowly and painfully revive a single dead body.|
-|14|All-Purpose Idol|Imbued with powerful neuro-active programming. Observers always believe idol represents the deity they worship.|
-|15|Ulfire Candle|Ulfire is the ninth colour; its light has the unusual quality of shining through solid objects. It is blocked by lead.|
-|16|Vial of ICE-9|Alchemical substance that transforms all water it touches into un-meltable ice.|
-|17|Pale Blade of Amun-Oh|Priests of Amun-Oh pledged never to take a life; their white knives will cut through anything except living flesh.|
-|18|Blasphemies of the Binary Demon|A tablet engraved with a series of quantum-logical propositions. Poses little threat to organic life, but can be deadly to sentient machines.|
-|19|Helpful Snake|It lives up your sleeve and tries, whenever it can, to help.|
-|20|Dried Crypt Lotus|Grim flower that sprouts from the forehead of corpses. Sometimes kept as a keepsake of a lost companion.|
-
-# Cybernetics
-PCs may begin with a cybernetic implant instead of a mystic Gift at the GM’s discretion. Cybernetic implants do not take up item slots; however, each cybernetic implant is associated with one of a PC’s six Abilities. Each Ability may have only one implant assigned to it. Cybernetics cannot boost a PC’s stats past the natural 20/+10 maximum.
-
-|d20|IMPLANT|ABILITY|EFFECT|
-|---|-------|-------|------|
-|1|Air Current Microsensor|PSY|You suffer no navigation or combat penalties from blindness or darkness.|
-|2|Alluring Fakeface|ECO|You are extraordinarily beautiful. +2 to EGO.|
-|3|Autoglot HeadBank|INT|+2 to INT. You understand all languages.|
-|4|Backup Heart|CON|+2 to CON. +5 max HP.|
-|5|Carbide Knucklebones|STR|Your bare fists deal d8+2 damage.|
-|6|Cyberliver|CON|You gain immunity to all poisons. You cannot get drunk.|
-|7|Dazzleskin Filaments|CON|You are immune to energy weapons. Disadvantage when trying to hide.|
-|8|Dopamine Synthesizer|EGO|+2 to EGO. You are immune to fear, panic, and embarrassment.|
-|9|Dorsal Jump-pack|DEX|You have hover-jets mounted on your back. You fly slowly and loudly.|
-|10|Ferrosteel Exo-Skeleton|STR|Add +2 to Armour and STR. Subtract -2 from DEX. You cannot swim.|
-|11|Finger Syringe|DEX|One finger is a hidden injector. You can load it with any tonic or poison.|
-|12|Hydraulic Biceps|STR|+2 to STR. Add STR bonus to weapon damage.|
-|13|Hyper-elastic Tendons|DEX|+2 to DEX. You can jump like a frog.|
-|14|Merciless Cybereyes|DEX|+2 to DEX. Add DEX bonus to ranged weapon damage.|
-|15|Mercurial Fakeface|EGO|Your face can alter its features and colour at will.|
-|16|Sub-dermal Ceramic Plating|CON|+2 to Armour. Cannot be removed.|
-|17|Sub-dermal Insulation|CON|Immunity to all damage from flames, cold, and electricity. Cannot be removed.|
-|18|Tactical Bioscanner|PSY|You know the Armour, Hit Points, and Morale of any Biological creature.|
-|19|Tactical Technoscanner|INT|You know the Armour, Hit Points, and Morale of any Synthetic creature.|
-|20|Trauma-Response Rig|CON|Make a CON save to ignore the results of Wound rolls.|
-
diff --git a/changelog.md b/changelog.md
index dcdfe36..00a3e9b 100644
--- a/changelog.md
+++ b/changelog.md
@@ -39,3 +39,18 @@ v0.7 Content
- Add Titans of a Faded Age.
- Add Weather Hex Flower image
- Update Acknowledgements to VoV #3
+
+v0.8 Content
+- Add content from VoV #2
+- Update menu
+ - Organization
+ - Change auto headers to display only h2 deep from h3.
+- Change Character Sheet URL to use Leo's
+- Add missing hyperlinks to 'The Interior'.
+- Post conversion edits to content.
+ - Fix bolding
+ - Adding hyperlinks
+ - Adding 'note' sections
+- Changes to Docsify
+ - Add Search
+ - Remove "Edit on Github"
diff --git a/content-generators.md b/content-generators.md
new file mode 100644
index 0000000..dcaff1a
--- /dev/null
+++ b/content-generators.md
@@ -0,0 +1,455 @@
+# Content Generators
+Use the generators on the following pages to help bring Vaarn to life. They will help you create characters, locations, and objects that the players may encounter during their journeys. You will also find 100 strange and powerful Exotica that players could uncover in Vaarn's ruins, a selection of sample monsters, and rules for vehicles. Vaarn is intended to be different for everyone who plays in it, so these content creation tools are hopefully sparks for creativity rather than instructions.
+
+## Quick NPC Generator
+
+
+d20 | ANCESTRY | GENDER | DISPOSITION | GOAL |
+1 | True-kin | Male | Implacably Evil | Craves Drug |
+2 | Craves Drink |
+3 | Religious Mania |
+4 | Hostile | Seeks Revenge |
+5 | Pay off Debt |
+6 | Cacogen | Pilgrimage |
+7 | Escaped Slave |
+8 | Unhelpful | Fleeing the Law |
+9 | Female | Collect Debt |
+10 | Craves Fame |
+11 | Newbeast | Oblivious | Craves Wealth |
+12 | Craves Knowledge |
+13 | Missing Family |
+14 | Friendly | Missing Friend |
+15 | Hates a Rival |
+16 | Synth | Unrequited Love |
+17 | Androgynous | Forbidden Love |
+18 | Incredibly Generous | Craves Power |
+19 | Mycomorph | Create Art |
+20 | Carnal Lust |
+
+
+## Vaarnish Names
+
+
+Achefoot | Bitar | Gurrous | Mandala | Penta |
+Akami | Bjarta | Hildene | Melisabe | Pentecost |
+Alghan | Blueback | Honia | Merry | Petum |
+Alzina | Bounty | Jhull | Mirage | Roswick |
+Ambrosia | Brazen | Jingle | Mizuno | Salar |
+Andromeda | Caela | Kalsk | Moneflower | Salka |
+Anthur | Calepike | Kathe | Morrow | Seisuke |
+Aran | Castlare | Kinburrow | Mosefina | Simorph |
+Arare | Ciony | Knot | Moth | Smalltall |
+Arb | Clarity | Koan | Murthwaite | Sorror |
+Ariyei | Cossmoss | Laomer | Muthael | Tytus |
+Arjuna | Cusp | Leegreen | Nahl | Ulmon |
+Asaj | Eastwool | Lilt | Nectar | Venna |
+Aumatell | Freyr | Little-Spit | Nehmet | Vitus |
+Aversee | Frostpike | Lochi | Nisite | Vult |
+Awasad | Golog | Lonesome | Ojasin | Weston |
+Bana | Goosebread | Longtooth | Olanele | Whisley |
+Bargh | Goresche | Lotus | Ossop | Worry |
+Basai | Gorsk | Lovely | Ostery | Xylene |
+Berruzo | Grick | Lucky-And-True | Othoba | Zofi |
+
+
+## 100 Exotica
+
+|d100|ITEM|DESCRIPTION|
+|----|----|-----------|
+|1|Mirror Armour|Immunity from energy weapons. 3 slots, Armour 13.|
+|2|Nano-edged Blade|2d8 sword. Instant decapitation kill on a 20.|
+|3|Hypergeometric Blade|2d8 sword. Damages hypergeometric beings.|
+|4|Fuligin Garb|Complete invisibility in darkness.|
+|5|Philosopher’s Bridge|Create hypergeometric doorway between two points in space you can see.|
+|6|Portable Hole|Creates six inch hole in solid matter.|
+|7|Warding Module|Armour 18 vs kinetic attacks. Double damage from energy weapons.|
+|8|Ulfire Paint|Visible through solid objects.|
+|9|Active Camouflage Rig|Total invisibility on all spectrums.|
+|10|Sheltering Urn|Hypergeometric urn with a small room inside.|
+|11|Bluescreen Dagger|Synthetic creatures must EGO save or take d20 damage when stabbed.|
+|12|TITAN Protocol: OBEY|Synthetic creatures EGO save or obey your orders for a round.|
+|13|TITAN Protocol: SLEEP|Synthetic creatures EGO save or sleep.|
+|14|TITAN Protocol: KILL|Synthetic creatures EGO save or attack everything in sight.|
+|15|Sovereign Glue|Unbreakably stick two objects together.|
+|16|Ultra-kinetic Gel|Green gel that amplifies kinetic energy.|
+|17|Empathy Bomb|Biological creatures must EGO save or be overcome with compassion.|
+|18|Sky-seeking Stone|A sphere of negative weight. Not buoyant enough to carry a man.|
+|19|Stasis Bomb|Anything caught in explosion is briefly marooned outside the time stream.|
+|20|Entropy Gun|Causes rapid decay of organic matter.|
+|21|Visualiser Helm|Golden bubble-helmet that projects imagery of the wearer’s thoughts, whether they want it to or not.|
+|22|Pacifying Glove|Biological creatures must EGO save or fall asleep when touched.|
+|23|Sprayflesh|Canister that sprays synthetic flesh over wounds.|
+|24|Singularity Sphere|Anti-entropy sphere containing a miniature gravity singularity.|
+|25|Hover-Rug|Antique carpet embroidered with antigravity threads. Carries one passenger.|
+|26|Ansible|Allows faster than light communication with a linked Ansible.|
+|27|Desiccation Spike|Drains the water from creature or plant stabbed. D6 Damage.|
+|28|Arthar’s Grail|Liquids placed into this goblet become pure water.|
+|29|Mord-Red’s Grail|Liquids placed into this goblet become deadly poison.|
+|30|Unbearable Wax|Black wax that increases in weight one hundred times as it dries.|
+|31|Dopplegun|Biotech gun that births a rapidly ageing, totally insane clone of any creature its bullets hit.|
+|32|Jolt Ring|Deals d4 damage to any being that hits wearer with a metal weapon.|
+|33|Soporific Sachet|Small plastic bag. Any biological creature placed inside will fall soundly asleep.|
+|34|Trapped Chromavore|Chromavore trapped inside hypergeometric containment crystal.|
+|35|Trapped Planeyman|Planeyman trapped inside hypergeometric containment crystal.|
+|36|Oneiric Bridge|Allows user to enter the dreams of a sleeping creature.|
+|37|Immaculate Bird|White psychic songbird that coughs if it hears a deliberate falsehood.|
+|38|Puppeteer’s Glove|Inserts nano-needles into the spinal cord of a human subject. Allows glove-wearer to control their movements.|
+|39|Horror-Helm|Autarch’s War Helm. Inscribed with neuro-active markings that cause unbearable fear in human brains.|
+|40|Frictionless Spray|A spray-can that spreads a clear, utterly frictionless gel.|
+|41|Helping Hand|Cyborg severed hand. Will enter residences and return to sketch out a map. Keen to choke people.|
+|42|Ardent Maggots|Strange silver grubs that can strip a corpse down to the bone in seconds. Will not eat live flesh.|
+|43|Spirit Prison|Hypergeometric crystal which can constrain a hypergeometric entity.|
+|44|Presence Drone|Small floating sphere that announces one’s presence in a loud, pompous voice.|
+|45|Adamant Linen|Flowing linen that acts as heavy armour. 2 slots, Armour 16.|
+|46|Osmosis Mask|Gel-like biotech mask. Can always breathe comfortably, even in vacuum.|
+|47|Ghoul Scoop|Tool used by ghoul-cults to extract the memories from corpses.|
+|48|Psy-Blade|As medium weapon, but uses PSY bonus to hit.|
+|49|Ego Death-Ray|As medium ranged weapon, but uses EGO bonus to hit.|
+|50|Watchful Ferret|A small golden synthetic ferret that sits on your shoulder. Nips you if it detects an unseen danger.|
+|51|Ego-Engine|The mind of a Synth, lacking a body.|
+|52|Quantum Umbilical|Strange device that links the life force of two creatures. While one lives, the other cannot truly die.|
+|53|Hard Light Projector|Projects a flat wide bridge of hard light, with effective range of ten feet. Could be walked across.|
+|54|Armiger’s Egg|Projects a geodesic warding field with room for six people inside. Protects from all kinetic attacks.|
+|55|Fortuitous Polyhedron|20-sided polyhedral quantum anomaly. Allows user to enter a reality where they passed an ability save. Vanishes after use.|
+|56|Magnetic Orb|Large silver orb which emits powerful magnetic field. Turn off and on at will.|
+|57|Autarch’s Fork|Obsidian dining fork that glows green when it is stuck into poison.|
+|58|Hushboots|Sable, supple footwear that utterly silence footsteps.|
+|59|Cat Ring|Antigravity device. Arrests wearer’s fall just above the ground. Works nine times.|
+|60|Gravity Manipulator|Lifts and fires small-to-medium sized objects.|
+|61|Mind Shield|Golden cage worn around head. Protects from psychic intrusion.|
+|62|Basilisk Blade|Strobing anti-synth weapon. Adv to hit synthetic creatures.|
+|63|Mi-Go Carapace|Biomechanical armour from Yuggoth. 2 Burden slots, Armour 18. Once worn, cannot be removed.|
+|64|Phase Grenade|Everything caught in the blast becomes briefly de-synched with reality; can pass through like mist.|
+|65|Universal Ration|Thick white cake containing everything a human body needs. Full heal.|
+|66|Fascinator Helm|When activated, all biological creatures must EGO save or be transfixed by the flickering patterns on this helmet.|
+|67|Argent Halo|When worn, prevents creature from harming any living being. Cannot be removed by wearer.|
+|68|Instant Table|A fancy and elegant dining table, compressed using hypergeometry to be the size of a matchbox. Unfurls when thrown to the ground.|
+|69|Ulfire Lantern|Shines ulfire light. Can see through solid objects and be seen.|
+|70|Spy Fly|Synthetic tracking fly. Give it a sample of target’s DNA and it will locate them unerringly.|
+|71|Craven Mycomorph|Tiny dried fungus man. Coward. Rehydrate him and he will always be able to plan a quick escape.|
+|72|Snoop Stalk|Vile telescopic eye-ball tendril. Replaces one of your own eyes. Lets you see around corners.|
+|73|Hover Boots|Antigravity boots. Allow brief sojourns into thin air.|
+|74|Apocalypse Glass|Dark glass which shows not your reflection, but an extra-solar culture consumed by unimaginable horror. Of interest to some collectors.|
+|75|Brain Coral|Symbiotic pink skull-fungus. Grants a random Gift and lowers your EGO by d6. Bulky and ugly, hard to remove.|
+|76|Synthetic Vassal|Follows PC around, dispensing stiff drinks and sage advice. Will not fight, but will insult your foes.|
+|77|Synthetic Fool|Follows PCs around, making flatulence sounds and chuckling. No other use.|
+|78|Synthetic Warrior|Follows PCs around, shouting dire threats at anyone who so much as breathes at them. Kind of a huge hassle.|
+|79|Tech Wand|Miraculous silver wand. Three charges. Use to re-activate or deactivate a piece of arcane technology.|
+|80|Mirror Shield|+1 Armour. DEX Save to reflect energy weapon shots back at their source.|
+|81|Hard Light Glove|Project a fist-sized cube of hard light.|
+|82|Grey Goo Grenade|Release a clump of ravenous nano-goo. D6 damage per turn. Gains 1HD for each creature it eats.|
+|83|Omni-Key|Key that can fit itself to any lock.|
+|84|Canned Nectar|Crimson-canned nectar of a long-lost era. Unhealthy but tasty.|
+|85|Blue Rust|Alchemical compound that turns any metal into rust within moments.|
+|86|Pale Flame|Bottle of pallid fire that burns with intense cold rather than heat.|
+|87|Tyrant’s Helm|When worn, must EGO save or be flooded with the desire to command others.|
+|88|Belligerent Paste|If applied to a dead body, it will turn that corpse into a weapon. The nature of the weapon will depend upon the corpse used.|
+|89|Lying Mirror|Reflects whatever the holder wants to see.|
+|90|Expansion Bomb|When it explodes, it increase all distances within the area of effect 100 times. This lasts d6 hours.|
+|91|Philosopher’s Dirk|D6 dagger. Damages enemy’s INT rather than HP. At 0 INT they adopt your point of view.|
+|92|Phase Cape|Hypergeometric cloth; allows wearer to slip out of reality. You cannot be touched by anyone, but neither can you touch them. You are still visible.|
+|93|Singing Frog|Knows some popular songs. People will buy you drinks in a bar.|
+|94|Seeker of Flaws|Hammer. When held, shows you the weak points in structures.|
+|95|Autarch’s Sigil|Machines that served the Autarchy believe you are their master.|
+|96|Feathered Parasol|Affixed with anti-gravity beads, to produce a parachute effect.|
+|97|Psybernetic Helm|Installs one random Mystic’s Gift (p.23).|
+|98|Cybernetic Cocoon|Installs one random cybernetic implant (p.25).|
+|99|Book|Roll for random rare book (p.31).|
+|00|Drug|Roll for random rare drug (p.34).|
+
+## Books of Vaarn
+|d20|COVER|AUTHOR|STYLE|SUBJECT|NOTABLE FEATURE|
+|---|-----|------|-----|-------|---------------|
+|1|Waterlogged|Anonymous|Insane|Medicine|Extremely Heavy|
+|2|Burned|Armiger|Wry|Bestiary|Every Word Is A Lie|
+|3|Green|Autarch|Sardonic|Botany|Bloodstains|
+|4|Golden|Bad Artist|Formal|Synthetic Life|Elaborate Illustrations|
+|5|Snake Skin|Bad Poet|Moralising|Xenobiology|Poisoned Bookmark|
+|6|Yellow|Cacogen|Pious|War|From An Autarch’s Library|
+|7|Orange|Condemned Criminal|Purple|Geology|Coded Message Inside Cover|
+|8|Mouldy|Courtesan|Archaic|Biography|Love Letter Inside Cover|
+|9|Plastic|Deposed Autarch|Heroic|The Future|From Another Planet|
+|10|Iridescent|Deposed Hegemon|Passionate|History|Luminous Ink|
+|11|Rusted|Great Artist|Earnest|Dreams|Poisoned Page|
+|12|Striped|Great Poet|Rhyming|Drugs|Tiny Weapon Hidden Inside|
+|13|Silver|Hegemon|Comedic|Travel|Unknown Language|
+|14|Ochre|Madman|Lyrical|Art|Fabulously Rare|
+|15|White|Monk|Monotonous|Poetry|Illuminated With Gold Leaf|
+|16|Blue|Priest|Lively|The Autarchs|Heretical Text|
+|17|Black|Prophet|Dry|Religion|Worm-eaten|
+|18|Sunbleached|Synth|Hysterical|Hypergeometry|Clever Forgery|
+|19|Jewelled|Titan|Awkward|Physics|Drugs Hidden Inside|
+|20|Indigo|Warrior|Pedantic|Sex|Utterly Illegible|
+
+## Oases in the Wastes
+
+d20 | THE WATER | WHAT'S HERE? (x2) | WHO'S HERE? (x2) | CUSTOMS OF THE OASIS |
+1 | Very Blue | Date Palms | Trading Caravan | Pay Toll |
+2 | Leaks from Machinery | Flamingos | No Bloodshed |
+3 | Incredibly Clear | Towering Rock | Moonlit Sacrifices |
+4 | Umber and Silty | Rusted War Machine | No Bathing |
+5 | Still and Glassy | Autarch Statue | Faa Nomads | Ritual Combat |
+6 | Black and Muddy | Flowering Bushes | Vow of Silence |
+7 | Almost Gone | Ibis | Ruled by Chance |
+8 | Full of Fish | Lurking Crocodiles | Hegemony Scouts | Sacred to Men |
+9 | Tastes Sour | Black Obelisks | Bounty Hunters | Sacred to Women |
+10 | Algae-choked | Decaying Building | Titan Cultists | Consult Computer |
+11 | Fetid | Addax Herd | Wandering Mystics | Consult Oracle |
+12 | Full of plastic | Solar Panels | Traveling Circus | Must be Naked |
+13 | Rusty Red | Arcology Dome | Medicant Warrior | Must be Veiled |
+14 | Warm and Bubbling | Crystalline Growths | Escaped Slave | An Animal is Holy |
+15 | Champagne Coloured | Fungal Growths | Sunburnt Exile | An Animal is Profane |
+16 | Deep and Silent | Broken Pillar | Pilgrim Monks | Laughter is Prohibited |
+17 | Inside a Cave | Nomad Graveyard | Synths | Sacred to Petty God |
+18 | Healing Properties | Wrecked Synths | Cacklemaws | Drug Ritual |
+19 | Sugary Sweet | Mud Holes | Noble in Disguise | Water Ritual |
+20 | Mildly Psychedelic | Sacred Caves | Famous Musician | Fasting |
+
+
+## FAA Nomads
+
+d20 | NUMBERS | Transport | Livestock | Mood |
+1 | Outriders (d4) | On foot | Goats | Angry |
+2 | Scared |
+3 | Mourning |
+4 | A family group (2d6) | Pack Camels | Cattle | Talkative |
+5 | Sullen |
+6 | Warlike |
+7 | Contemplative |
+8 | Extended family group (3d6) | Iron Mules | Lizards | Pious |
+9 | Crazed |
+10 | Feastbeasts | Suspicious |
+11 | Cheerful |
+12 | Small Clan
| Wary |
+13 | War Camels | Yurlings | Overconfident |
+14 | Argumentative |
+15 | Proud |
+16 | Large Clan (6d20) | Giant Snails | Silent |
+17 | Praying |
+18 | Juvenile Sandworms | Celebrating |
+19 | Meeting of Clans (3d100) | Sandworm Sled | Drunken |
+20 | Boastful |
+
+
+
+d20 | Leader | They Have | They Want | They Survive By |
+1 | Stern Patriarch | Meat | Meat | Scavenging and Selling Scrap |
+2 | Stern Matriarcrh | Dates | Wine |
+3 | Council of Elders | Olives | Beer | Animal Herding |
+4 | Charismatic Visionary | Cheese | salt |
+5 | Wounded Old Warrior | Weapons | Weapons | Trading Between Static Settlements |
+6 | Husband and Wife, arguing | Hides | Information |
+7 | Husband and Wife, happy | Precious Metal | Shelter | Raiding Other Nomads |
+8 | Young Hothead | Machine Parts | Slaves |
+9 | Drug-addled Oracle | Medicine | Escaped Prisoner | Controlling a Pass or Road |
+10 | Sinister Slayer | Spices | Ceptured Bride |
+11 | Lecherous Patriarch | Drugs | Runaway Groom | Controlling a Watercourse |
+12 | Lucherous Matriarch | Spare Livestock | Revenge: Other Faa |
+13 | Twin Brothers/Sisters | Fabrics | Revenge: Monster | Move between Oases |
+14 | Blind Brothers/Sisters | Fungus | Revenge: Hegemony |
+15 | Accomplished Animal Tamer | Sugar | Revenge: Bandits | Hunting Sandworms |
+16 | Frail Grandmother | Cybernetics | Missing Child |
+17 | Skilled Sharpshooter | Tonics | Medical Help | Raiding Static Settlements |
+18 | Cruel Psychic | Books | Humiliate Other Faa |
+19 | Power Struggle | Exotica | To Party | Slave Traders |
+20 | Anarchy | Water | Water |
+
+
+## Drugs of Vaarn
+|d20|Colour|Form|Ingested By|Effect (x2)|
+|---|------|----|-----------|-----------|
+|1|Red|Sugar|Snorting|Euphoria|
+|2|Blue|Leaf|Injected|Paranoia|
+|3|Yellow|Crystal|Stewed|Auditory Hallucinations|
+|4|White|Cactus|Boiled in Tea|Visual Hallucinations|
+|5|Black|Fungus|Swallow Whole|No Pain|
+|6|Pink|Brain|Lick It|Fearless|
+|7|Orange|Pearl|Brain Interface|Ego Death|
+|8|Viridian|Slime|Hold on Tongue|Levitation|
+|9|Olive|Meat|Smoke It|Anxious sweats|
+|10|Silver|Honey|Touch to Eyes|Itchy Eyeballs|
+|11|Gold|Insect|Absorbed in Skin|Nasal Drip|
+|12|Bronze|Liquid|Stare at It|Split Personality|
+|13|Umber|Stone|Burn and Watch the Flames|Nausea|
+|14|Steel|Glyph|Infused into Honey|Behold Azathoth|
+|15|Smoke|Biotech|Drunk in Urine|Supernatural Hearing|
+|16|Indigo|Sand|Burn and Eat the Ash|Paralyzed|
+|17|Azure|Root|Bake in Bread|Murderous Rage|
+|18|Violet|Blood|Place in Ear|Can't Stop Dancing|
+|19|Octarine|Clay|Only Affects Synths|Very Mellow|
+|20|Ulfire|Tooth|Smell It|Hightened Empathy|
+
+## Ruins of Vaarn
+
+d20 | What Was It? | And Then? | But Also | Now |
+1 | Bath House | Hermitage | Haunted by Planeyfolk | Abandoned |
+2 | Cryogenic Chambers | Bandit Hideout | Has Hidden Water |
+3 | Orbital Defence Turret | Cultist Compound | Has Abundant Food Source |
+4 | Cyborg Construction | Barracks | Has Abundant Drugs |
+5 | Theatre | Monastery | Wild Animal Nest |
+6 | Observatory | Creature's Lair | Part of Creature Territory | Creature's Lair |
+7 | Barracks | Brothel | Contains Exotica |
+8 | Autarch Statue | Inn | Has Petty-God Shrine |
+9 | Power Generator | Theatre | Has Titan Shrine |
+10 | Noble's Residence | Gladiator Pit | Has Weapons Cache |
+11 | Autarch's Tomb | Madhouse | Upsetting Artwork | Bandit Hideout |
+12 | Chemical Processing | Cloning Facility | Used for Sacrifices |
+13 | Temple | Mystic's Abode | Fire Damaged |
+14 | Shrine | Shrine | Crystal Encrusted |
+15 | Transit Hub | Fungus Garden | Swallowed by Sands |
+16 | Farm Array | Battlefield | Overgrown with Fungus | Hegemony Outpost |
+17 | Bioengineering Facility | Demon Shrine | Servitor Synths Still Function |
+18 | Medical Facility | Trading Post | Strange Monolith |
+19 | Communications Array | Oasis | Crashed Vehicle | Nomad Encampment |
+20 | Space Port | Prison | Defence System Active |
+
+
+## Petty Gods of Vaarn
+Vaarn is the graveyard of faiths, some older than the very stars that shine overhead. Gods are carried here in the hearts of those who seek to make a life amongst the unending azure sands, and deities proliferate like ragweed across the desolation. A Vaarnish traveller would find it noteworthy to walk a day without encountering the remains of an enigmatic shrine to a member of a long-forgotten pantheon, a standing stone where blood was once spilt to appease a quantum daemon, or the abode of a hermit who still observed the rituals of an oblique and private devotion.
+
+|d20|Divine Aspect|Secondary Iconography|Holy Domain|Sacred Colour|Honoured Through|
+|---|-------------|---------------------|-----------|-------------|----------------|
+|1|Father|Crystal|Birth|Crimson|Dancing|
+|2|Mother|Fungus|Death|Indigo|Flagellation|
+|3|Maiden|Scroll|War|Orange|Meditation|
+|4|Crone|Cornucopia|Harvests|Magenta|Giving Alms|
+|5|Hawk|Sword|Decay|Purple|Feasting|
+|6|Dog|Moon|Travel|Azure|Fasting|
+|7|Warrior|Sun|Dreams|Gold|Sacrifice|
+|8|King|Helix|Marriage|Silver|Masquerade|
+|9|Locust|Scorpion|Commerce|Bronze|Martial Arts|
+|10|Ibis|Goat|Memory|Umber|Mutilation|
+|11|Baby|Toad|Water|Octarine|Chastity|
+|12|Lamb|Honey|Sun|White|Psychedelics|
+|13|Lion|Panther|Moon|Black|Singing|
+|14|Mantis|Coins|Fire|Grey|Inhaling Smoke|
+|15|Lizard|Dove|Synths|Lemon|Ritual Combat|
+|16|Ape|Machinery|Mutants|Viridian|Poetry|
+|17|Scholar|Serpent|Justice|Ulfire|Intoxication|
+|18|Spider|Goblet|Art|Salmon|Water Ritual|
+|19|Sandworm|Owl|Wind|Olive|A Secret Name|
+|20|Jester|Horned|Silence|Rust|Marathon Race|
+
+## Bandits
+
+d20 | Number | Type | Leader | Weapons |
+1 | Small Group | Faa Nomads | Silent Brute | Martial Arts |
+2 | Cacklemaw Raiders | Small but Intense | Bite and Scream |
+3 | Hegemony Deserters | One-Eyed Woman | Crossbows |
+4 | Escaped Slaves | Rogue Synth | Blowdarts |
+5 | Luckless Drifters | Self-styled King | Throwing Axes |
+6 | Modest Band | Doomsday Cult | Exiled Nobleman | Swords |
+7 | Lepers | Tells Jokes | Slings |
+8 | Slavers | Infamous Outlaw | Spears and Nets |
+9 | Cruel Children | Ex-Gladiator | Flails |
+10 | Ghoul Clan | Scrawny Genius | Rocket Launcher |
+11 | False Monks | Ex-Courtesan | Poison Gas |
+12 | Large Band | Fungus-riddled Maniacs | Smiling Psychopath | Revolvers |
+13 | Businesslike Thugs | Delusional Drunkard | Rifles |
+14 | Gibbering Cacogen | Sadistic Glutton | Crude Jezails |
+15 | Maskless Newbeasts | Calm and Polite | Ancient Cannon |
+16 | Gang of Fools | Apologetic but Firm | Combat Lasers |
+17 | Scantily Clad Women | Lustful and Crude | Sonic Weapons |
+18 | Mob | Elderly Thieves | Cartoonishly Evil | Trained Beast |
+19 | Hegemony Soldiers | Leaves a Calling Card | Plasma Rifles |
+20 | Gentleman Robbers | Robin Hood-esque | Psychic Powers |
+
+
+
+d20 | Transport | Tactics | They Want |
+1 | On Foot | Roving Raiders | Water |
+2 | Food |
+3 | Gold |
+4 | Weapons |
+5 | Camel Riders | Ambush From Hiding | Sacrifices |
+6 | New Recruits |
+7 | Medicine |
+8 | Forbidden Books |
+9 | Dune Skuggies | Pretend to Need Help | Fungus |
+10 | Synths |
+11 | Children |
+12 | Slaves |
+13 | Wind-Wagon | Entertainment |
+14 | Night Attacks | Wine |
+15 | Beer |
+16 | Antigravity Bikes | Forgiveness |
+17 | To Eat You |
+18 | Control a Road | Single Combat |
+19 | Auto-chariots | Your Eyes |
+20 | Your Teeth |
+
+
+## Trade Caravans
+
+d20 | Transport | Cargo A | Cargo B | Merchant |
+1 | Camel Train | Timber | Silk | Garrulous Imbecile |
+2 | Pottery | Cotton | Pious Miser |
+3 | Carpets | Beer | Naive Dreamer |
+4 | Zeppelin | Cheese | Memory Discs | Grim and Silent |
+5 | Livestock | Weapons | Clever Drunkard |
+6 | Wind Wagon | Shoes | Armour | Dedicated and Ascetic |
+7 | Masks | Coffee | Educated and Venal |
+8 | Parchment | Tea | Scholarly and Talkative |
+9 | Giant Tortoise | Books | Salt | Honest and Desperate |
+10 | Synth Parts | Wine | Precise and Callous |
+11 | Dune Buggy | Medicine | Chocolate | Whimsical and Entitled |
+12 | Drugs | Dyes | Unsentimental and Fickle |
+13 | Bells | Saffron | Pure and Brutal |
+14 | Auto-Chariot | Crystals | Cinnamon | Prejudiced Coward |
+15 | Clay | Olives | Curious and Pugnacious |
+16 | Armoured Crawler | Slaves | Dates | Responsible and Prim |
+17 | Silver | Cured Meat | Sad Drunk |
+18 | Gold | Olive Oil | Daring and Argumentative |
+19 | Sandworm Sled | Jewels | Seafood | Incorruptible |
+20 | Water | Sugar | Abrasive but Sensitive |
+
+
+|d20|Passenger|Guards|Complication|
+|---|---------|------|------------|
+|1|Actor|All Dead|Out of Water|
+|2|Musician|Wounded|Totally Lost|
+|3|Forger|Secretly Bandits|Pursued buy Bandits|
+|4|Artist|Ran Away|Pursued by Creature|
+|5|Priest|Badly Armed|Disease|
+|6|Mystic|Mutinous|Spoiled Cargo|
+|7|Bounty Hunter|Lazy|Transport Damaged|
+|8|Escaped Slave|Ageing|Merchant Crazed|
+|9|Clerk|White Apes|Passenger Crazed|
+|10|Dentist|Actually Holograms|Guards Crazed|
+|11|Conman|Ex-Gladiators|Merchant Possessed|
+|12|Poet|Slave Soldiers|Passenger Possessed|
+|13|Gambler|Untested|Guard Possessed|
+|14|Clown|Incompetent Mercenaries|Carrying Body for Burial|
+|15|Boxer|Warrior Synth|Notorious Passenger|
+|16|Alchemist|Bloodthirsty Thugs|Smuggling Contraband|
+|17|Spy|Ancient Gun-drone|Hides a Fugitive|
+|18|Courtesan|Cloaking Device|Everyone's Drunk|
+|19|Barber|Hegemony Deserters|Fungal Infection|
+|20|Snake Charmer|Loyal and Competent|Everyone's Arguing|
+
+## Arcology Domes
+Arcologies are self-sufficient, hermetically sealed artificial ecosystems, which protected the true-kin through the fevered centuries of the Great Collapse. They have long since been unsealed and released their inhabitants into the blue lands of Vaarn, but these domes are still a common sight in the wastes and are often occupied, as their subterranean gardens offer a stable source of water and food.
+
+
+d20 | Dome | Inhabitants | Abundance | Lack |
+1 | Broken | Abandoned | Meat | Olives |
+2 | Molten | Fresh Water | Fish |
+3 | Sand-swallowed | Hermit | Salt | Beer |
+4 | Dingy | Mystic | Guzzleline | Men |
+5 | Blackened | Escaped Slaves | Coffee | Women |
+6 | Self-Repairing | Ghouls | Wine | Children |
+7 | Barely Intact | Hegemony Deserters | Bread | Music |
+8 | Booby-trapped | Newbeasts | Jewellery | Silence |
+9 | Reinforced | Semi-Feral Orphans | Books | Livestock |
+10 | Functional | Amnesiac Clones | Fruit | Books |
+11 | Warlike | Elderly Mutes | Information | Coffee |
+12 | Delicate | Conceptual Artists | Bells | Bread |
+13 | Ornate | Orchestra | Drugs | Spices |
+14 | Welcoming | Fungus Cultists | Livestock | Drugs |
+15 | Garden-like | Polygamous Church | Skilled Labour | Sanity |
+16 | Elegant | Lepers | Musical Instruments | Medicine |
+17 | Devotional | Warrior Monks | Slaves | Information |
+18 | Flooded | Psychic Choir | Cheese | New Blood |
+19 | Geodesic | Androids Pretending to be Human | Weapons | Machine Parts |
+20 | Perfect | Exotica | Clothing |
+
\ No newline at end of file
diff --git a/creating-characters.md b/creating-characters.md
index 4af5fb4..705fd25 100644
--- a/creating-characters.md
+++ b/creating-characters.md
@@ -1,10 +1,13 @@
# Creating Characters
-1. Player Characters (__PCs__) have [six abilities](basic-rules.md?id=abilities): Strength, Dexterity, Constitution, Intellect, Psyche, and Ego. Each ability has two related values: a __defence__ and a __bonus__. When creating a PC, roll 3d6 for each of their abilities, in order. The lowest of the three dice on each roll is the ability's bonus. Add 10 to find its defence. After you've finished rolling, you may swap the scores of two abilities. Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC's Strength has a bonus of +2 and a defence of 12. Repeat this process for the rest of the abilities.
+1. Player Characters (__PCs__) have [six abilities](basic-rules.md?id=abilities): Strength, Dexterity, Constitution, Intellect, Psyche, and Ego. Each ability has two related values: a __defence__ and a __bonus__. When creating a PC, roll 3d6 for each of their abilities, in order. The lowest of the three dice on each roll is the ability's bonus. Add 10 to find its defence. After you've finished rolling, you may swap the scores of two abilities.
+
+ ?> _**Example:** You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC's Strength has a bonus of +2 and a defence of 12. Repeat this process for the rest of the abilities._
+
2. Choose your [Ancestry](ancestries.md). This determines what type of life-form you are. Each Ancestry has a number of spark tables to give you inspiration for the PC's name, appearance, and personality.
3. Roll 1d8 to determine your PC's starting and maximum hit points (__HP__). A PC's healing rate is 1d8 + Constitution bonus.
-4. PCs have a number of [item slots](basic-rules.md?id=item-slots) equal to their Constitution defence, and items they carry must fit into available slots, or the PC will be Encumbered. Most items take up one slot, but some take up more. Small items can be bundled together into a single slot.
+4. PCs have a number of [item slots](basic-rules.md?id=item-slots) equal to their Constitution defence, and items they carry must fit into available slots, or the PC will be [Encumbered](basic-rules.md?id=item-slots). Most items take up one slot, but some take up more. Small items can be bundled together into a single slot.
5. PCs start with 3 days of rations and one [weapon](equipment.md?id=weaponry) of their player's choice. Roll once on both the Vault Raiding [Gear Tables](equipment.md?id=gear-table) on the [Equipment page](equipment.md) to determine starting armor and equipment.
- Armor comes with an armor defence value. Note that value on your character sheet with its corresponding Armour bonus (always 10 less than the defence). If the PC is not wearing armour, their armour defence is 10 and their armour bonus is +0.
-6. Generate your character's starting Exotica and Gift. Exotica are unusual, rare items. Gifts are supernatural powers.
+Armor comes with an armor defence value. Note that value on your character sheet with its corresponding Armour bonus (always 10 less than the defence). If the PC is not wearing armour, their armour defence is 10 and their armour bonus is +0.
+6. Generate your character's starting [Exotica](exotica.md) and [Gift](mystic-gifts.md). Exotica are unusual, rare items. Gifts are supernatural powers.
You are now ready to play!
\ No newline at end of file
diff --git a/cybernetics.md b/cybernetics.md
new file mode 100644
index 0000000..190546f
--- /dev/null
+++ b/cybernetics.md
@@ -0,0 +1,25 @@
+# Cybernetics
+PCs may begin with a cybernetic implant instead of a mystic Gift at the GM’s discretion. Cybernetic implants do not take up item slots; however, each cybernetic implant is associated with one of a PC’s six Abilities. Each Ability may have only one implant assigned to it. Cybernetics cannot boost a PC’s stats past the natural 20/+10 maximum.
+
+|d20|IMPLANT|ABILITY|EFFECT|
+|---|-------|-------|------|
+|1|Air Current Microsensor|PSY|You suffer no navigation or combat penalties from blindness or darkness.|
+|2|Alluring Fakeface|ECO|You are extraordinarily beautiful. +2 to EGO.|
+|3|Autoglot HeadBank|INT|+2 to INT. You understand all languages.|
+|4|Backup Heart|CON|+2 to CON. +5 max HP.|
+|5|Carbide Knucklebones|STR|Your bare fists deal d8+2 damage.|
+|6|Cyberliver|CON|You gain immunity to all poisons. You cannot get drunk.|
+|7|Dazzleskin Filaments|CON|You are immune to energy weapons. Disadvantage when trying to hide.|
+|8|Dopamine Synthesizer|EGO|+2 to EGO. You are immune to fear, panic, and embarrassment.|
+|9|Dorsal Jump-pack|DEX|You have hover-jets mounted on your back. You fly slowly and loudly.|
+|10|Ferrosteel Exo-Skeleton|STR|Add +2 to Armour and STR. Subtract -2 from DEX. You cannot swim.|
+|11|Finger Syringe|DEX|One finger is a hidden injector. You can load it with any tonic or poison.|
+|12|Hydraulic Biceps|STR|+2 to STR. Add STR bonus to weapon damage.|
+|13|Hyper-elastic Tendons|DEX|+2 to DEX. You can jump like a frog.|
+|14|Merciless Cybereyes|DEX|+2 to DEX. Add DEX bonus to ranged weapon damage.|
+|15|Mercurial Fakeface|EGO|Your face can alter its features and colour at will.|
+|16|Sub-dermal Ceramic Plating|CON|+2 to Armour. Cannot be removed.|
+|17|Sub-dermal Insulation|CON|Immunity to all damage from flames, cold, and electricity. Cannot be removed.|
+|18|Tactical Bioscanner|PSY|You know the Armour, Hit Points, and Morale of any Biological creature.|
+|19|Tactical Technoscanner|INT|You know the Armour, Hit Points, and Morale of any Synthetic creature.|
+|20|Trauma-Response Rig|CON|Make a CON save to ignore the results of Wound rolls.|
\ No newline at end of file
diff --git a/equipment.md b/equipment.md
index 90eb00c..5c9b45b 100644
--- a/equipment.md
+++ b/equipment.md
@@ -1,102 +1,104 @@
# Equipment
## Weaponry
-d19 | ASPECT | FORM | DAMAGE & WEIGHT |
-0 | Golden | Knife | Light (1 Slot, d6 damage) |
-1 | Quicksilver | Flail |
-2 | Ultraviolet | Whip |
-3 | Crystal | Axe |
-4 | Nomad | Club |
-5 | Black | Sling |
-6 | Ancient | Rapier |
-7 | Bone | Pistol |
-8 | Parasitic | Spear |
-9 | Fungal | Shortbow |
-10 | Ritual | Halberd | Medium (2 slots, d8 damage) |
-11 | Biomechanical | Rifle |
-12 | Sacred | Musket |
-13 | Blasphemous | Shotgun |
-14 | Venomous | Crossbow |
-15 | Obsidian | Sword |
-16 | Bronze | Revolver |
-17 | Jewelled | Laser |
-18 | Plasma | Spore Thrower | Heavy (3 slots, d10 damage) |
-19 | Translucent | Railgun |
+d20 | ASPECT | FORM | DAMAGE & WEIGHT |
+1 | Golden | Knife | Light (1 Slot, d6 damage) |
+2 | Quicksilver | Flail |
+3 | Ultraviolet | Whip |
+4 | Crystal | Axe |
+5 | Nomad | Club |
+6 | Black | Sling |
+7 | Ancient | Rapier |
+8 | Bone | Pistol |
+9 | Parasitic | Spear |
+10 | Fungal | Shortbow |
+11 | Ritual | Halberd | Medium (2 slots, d8 damage) |
+12 | Biomechanical | Rifle |
+13 | Sacred | Musket |
+14 | Blasphemous | Shotgun |
+15 | Venomous | Crossbow |
+16 | Obsidian | Sword |
+17 | Bronze | Revolver |
+18 | Jewelled | Laser |
+19 | Plasma | Spore Thrower | Heavy (3 slots, d10 damage) |
+20 | Translucent | Railgun |
## Armour
-d19 | ARMOUR | HELM & SHIELD |
-0 | None (Armour 10) | None |
-1 |
+d20 | ARMOUR | HELM & SHIELD |
+1 | None (Armour 10) | None |
2 |
3 |
-4 | Light Armour (2 slots, Armour 12) |
-5 |
+4 |
+5 | Light Armour (2 slots, Armour 12) |
6 |
7 |
8 |
9 |
-10 | Medium Armour (4 slots, Armour 14) | Helm (1 slot, +1 Armour) |
-11 |
+10 |
+11 | Medium Armour (4 slots, Armour 14) | Helm (1 slot, +1 Armour) |
12 |
13 |
-14 | Shield (1 slot, +1 Armour) |
-15 |
+14 |
+15 | Shield (1 slot, +1 Armour) |
16 |
-17 | Heavy Armour (6 slots, Armour 16) | Helm and Shield (2 slots, +2 Armour) |
-18 |
+17 |
+18 | Heavy Armour (6 slots, Armour 16) | Helm and Shield (2 slots, +2 Armour) |
19 |
+20 |
## Gear Table
_Roll Once_
-|d19|Item|
-|---|----|
-|0|Flashbang (5)|
-|1|Magnetic Boots|
-|2|Grappling Hook & Rope|
-|3|Flare (5)|
-|4|Smoke Bomb (5)|
-|5|Flask of Oil|
-|6|Portable Stove|
-|7|Caltrops|
-|8|Vial of Acid|
-|9|Animal Trap (3)|
-|10|Handheld Drill|
-|11|Chain & Manacles|
-|12|Hand Mirror|
-|13|Motion Sensor|
-|14|Crowbar|
-|15|EMP Grenade (3)|
-|16|Skin of Wine|
-|17|Tube of Omni-Glue|
-|18|Ball Bearings (LOTS)|
-|19|Glowstone|
+
+d20 | Item |
+1 | Flashbang (5) |
+2 | Magnetic Boots |
+3 | Grappling Hook & Rope |
+4 | Flare (5) |
+5 | Smoke Bomb (5) |
+6 | Flask of Oil |
+7 | Portable Stove |
+8 | Caltrops |
+9 | Vial of Acid |
+10 | Animal Trap (3) |
+11 | Handheld Drill |
+12 | Chain & Manacles |
+13 | Hand Mirror |
+14 | Motion Sensor |
+15 | Crowbar |
+16 | EMP Grenade (3) |
+17 | Skin of Wine |
+18 | Tube of Omni-Glue |
+19 | Ball Bearings (LOTS) |
+20 | Glowstone |
+
## Gear Table II
_Roll Once_
-|d19|Item|
-|---|----|
-|0|Sleeping Gas (3)|
-|1|Oxygen Mask|
-|2|Cast Iron Skillet|
-|3|Black Clay|
-|4|Loaded Dice|
-|5|Raucous Whistle|
-|6|Luminous Paint|
-|7|Drug (consult p. 34)|
-|8|Poison Pill|
-|9|Autoglot Translator|
-|10|Lock Picks|
-|11|Mortar & Pestle|
-|12|Strong Liquor|
-|13|Hourglass|
-|14|Chisel|
-|15|Anti-venom (3)|
-|16|Welding Torch|
-|17|Thermal Goggles|
-|18|Fungicide Bomb|
-|19|Canary in Cage|
\ No newline at end of file
+
+d20 | Item |
+1 | Sleeping Gas (3) |
+2 | Oxygen Mask |
+3 | Cast Iron Skillet |
+4 | Black Clay |
+5 | Loaded Dice |
+6 | Raucous Whistle |
+7 | Luminous Paint |
+8 | Drug |
+9 | Poison Pill |
+10 | Autoglot Translator |
+11 | Lock Picks |
+12 | Mortar & Pestle |
+13 | Strong Liquor |
+14 | Hourglass |
+15 | Chisel |
+16 | Anti-venom (3) |
+17 | Welding Torch |
+18 | Thermal Goggles |
+19 | Fungicide Bomb |
+20 | Canary in Cage |
+
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+# Exotica
+Exotica are strange, rare objects that are highly sought after. Each PC may begin play with one item of Exotica. Roll once on the table below. If you roll the same Exotica as another player, take the next available option down.
+
+|d20|EXOTICA|DESCRIPTION|
+|---|-------|-----------|
+|1|Mirror Ring|Projects a hologram copy of the wearer that mimics their actions.|
+|2|A Fool’s Head|The severed head of a synthetic jester. Not in great condition but can still remember some jokes.|
+|3|Singing Crystal|When struck, sings loudly and beautifully for up to an hour.|
+|4|Nightmare Box|Small cube of unbreakable, dark-tinted glass. One small peephole. Anyone looks inside will be paralysed by horror.|
+|5|Sandworm Horn|Blow outdoors to summon a sandworm, if you are bold enough.|
+|6|Midas Bomb|Transforms organic matter into gold.|
+|7|Sky-seeking Salve|Reverses effect of gravity on object it coats. Take care when outdoors|
+|8|Chameleon Cloak|Perfectly matches the colour of its surroundings|
+|9|Desiccated Mycomorph|Tiny dried out fungus-man. A drop of blood will revive him.|
+|10|Flesh of the Honeyed Lamb|Stolen from the Cult of the Honeyed Lamb; meat imbued with a powerful medicinal psychedelic.|
+|11|Agoniser|A barbaric relic. Silver needle that causes unbearable pain to organic creatures without leaving a mark.|
+|12|Exultant’s Hawk|Cybernetic hunting animal, bound to you telepathically. 3 HP, Armour 17, d4 claw damage.|
+|13|Black Heart|Repulsive twitching cyborg organ. Will slowly and painfully revive a single dead body.|
+|14|All-Purpose Idol|Imbued with powerful neuro-active programming. Observers always believe idol represents the deity they worship.|
+|15|Ulfire Candle|Ulfire is the ninth colour; its light has the unusual quality of shining through solid objects. It is blocked by lead.|
+|16|Vial of ICE-9|Alchemical substance that transforms all water it touches into un-meltable ice.|
+|17|Pale Blade of Amun-Oh|Priests of Amun-Oh pledged never to take a life; their white knives will cut through anything except living flesh.|
+|18|Blasphemies of the Binary Demon|A tablet engraved with a series of quantum-logical propositions. Poses little threat to organic life, but can be deadly to sentient machines.|
+|19|Helpful Snake|It lives up your sleeve and tries, whenever it can, to help.|
+|20|Dried Crypt Lotus|Grim flower that sprouts from the forehead of corpses. Sometimes kept as a keepsake of a lost companion.|
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