diff --git a/cc.tex b/cc.tex
index e53274e2003e035c0c9ec069c42f1507b1ea33d4..c2bd0db9840dcc30030372a119a666aa50ef3492 100644
--- a/cc.tex
+++ b/cc.tex
@@ -104,7 +104,7 @@ Dwarves suffer only half the usual Damage of Fatigue Points from poisons (but no
 
 \paragraph{Elves}
 suffer no Fatigue Points from natural weather conditions such as heavy sunlight or snow.
-Their long lives also grant them an additional \gls{storypoint}.
+They also gain an additional 10 \glspl{xp} at character creation, but gain no \glspl{xp} for spending their initial 5 \glspl{storypoint}.
 
 \paragraph{Gnolls}
 are naturally quite aggressive, so they begin with the \textit{Aggression} Skill at +2.
@@ -118,9 +118,7 @@ Gnomes don't go out much, so they begin with only 3 \glspl{storypoint}.
 However, whenever they spend their last \gls{storypoint}, they may flip a coin; if they win then two \glspl{storypoint} return.
 
 \paragraph{Humans}
-tend to travel a lot more than the other races, so they begin with an additional \gls{storypoint}.
-They also suffer only half the usual Fatigue from travel.
-
+suffer only half the usual Fatigue from travel.
 }
 
 \end{multicols}
diff --git a/gm.tex b/gm.tex
index 911d85a7bbf9db68059ed4200aa591076927fe2f..a34ab8482212baf94c790a8b71dbfd49574c97d5 100644
--- a/gm.tex
+++ b/gm.tex
@@ -199,9 +199,8 @@ If the party took some gems from the gnome and wanted to sell them in town, they
 The encounter with the priest would combine with seeing elves sneaking about at night, so perhaps the priest travels with them, and that night he and the party all see the elves attempting to burn down houses.
 Finally, once everyone reaches town, the party would find those men in stocks, put there by the prophecies of the priest.
 
-However you run Side Quests, players should each receive 5 \gls{xp} for completing a Side Quest for each part the party engaged with.
-A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}.
-\Gls{xp} is awarded at the end of a Side Quest.
+However you run Side Quests, players should each receive 4 \gls{xp} for completing a Side Quest for each part the party engaged with.
+A 2 part Side Quest grants 8 \gls{xp}, while a 4 part Side Quest grants 16 \gls{xp} to each party member.
 
 \subsubsection{Anatomy of Side Quests}
 
diff --git a/gods.tex b/gods.tex
index 3d131ec115215f24c6fe9dc0934276ef2c2b9ea7..45f0c56d083d6a1d36f2cd86fd2556af16afcf67 100644
--- a/gods.tex
+++ b/gods.tex
@@ -472,8 +472,6 @@ The world is here to be lived, to be known, to be connected with. You want all t
 
 	1 & Greeting a new type of humanoid. \\
 
-	1 & Per \gls{storypoint} spent. \\
-
 	1 & Learning a new type of instrument or any creative specialisation. \\
 
 	3 & Experiencing any emotion to heights never reached before. \\
diff --git a/races.tex b/races.tex
index 23fed51beb26626ae79a2e8c91ee10328f1861e6..dd3da1984ad38f0d081cc41d1c2ddc788e000a29 100644
--- a/races.tex
+++ b/races.tex
@@ -46,11 +46,13 @@ To put it another way, dwarves can sustain a number of \glspl{fatigue} equal to
 \subsection{Racial Trait: Taciturn}
 
 Dwarves trust others slowly, and like to remain formal when first meeting people.
-In gaming terms, they cannot spend \glspl{storypoint} for the first two sessions.
+In gaming terms, they cannot spend \glspl{storypoint} for the first session.
 
 \subsection{Starting Characters}
 
-Dwarves who leave the mountain are generally traders, but since all male dwarves are required to be part of a standing army, almost all traders have some martial ability. Many traders often take on martial jobs if the payment is right. Female dwarves will have a hard time leaving the mountain as they are so in demand, but since few people are in a position to order them about they can ignore most objections if they are obstinate enough.
+Dwarves who leave the mountain are generally traders, but since most male dwarves are required to be part of a standing army, almost all traders have some martial ability.
+Many traders often take on martial jobs if the payment is right.
+Female dwarves will have a hard time leaving the mountain as they are so in demand, but since few people are in a position to order them about they can ignore most objections if they are obstinate enough.
 
 Other dwarves will leave specifically in search of glory and wealth. They will introduce themselves in a formal manner as adventurers and inquire about local military tasks. Their wealth will be focussed on buying good quality weapons and armour and any spare will be donated to their local temple.
 
@@ -128,8 +130,6 @@ Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum
 
 	\end{tcolorbox}
 
-Additionally, elves' long life grants them +1 \glspl{storypoint}.
-
 \subsection{Starting Characters}
 
 Player characters will start as younger elves, without the experience, keen intellect and amazing skill-set of their elders. Many adventure in order to gain the experience they see in their elders. Others simply want to see what the world has to offer. Still others want to learn a specific skill, perhaps to master the sword or a specific magic sphere.
@@ -212,14 +212,6 @@ Gnomes often have a hard time focussing on things, but once they successfully do
 When gnomes take a \gls{restingaction}, rather than rolling $1D6$ and adding +6, they roll $2D6+3$.
 If they want to change a failed action into a \gls{restingaction}, they add $1D6-3$ to their roll.
 
-\subsection{Racial Ability: Tricksy}
-
-Gnomes tend not to have the broader connections of other races, but they still manage to surprise people plenty.
-
-Gnomes begin with only 3 \glspl{storypoint}.
-However, any time they spend their last \gls{storypoint}, the player may flip a coin.
-If they win, the gnome regains two \glspl{storypoint}.
-
 \subsection{Starting Characters}
 Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on them by accident. Many adventure in order to pick up rare jewels for alchemical mana stones. Some few gnomes take to thievery and don't so much adventure as accompany adventurers in order to wait for lucrative opportunities.
 
@@ -259,11 +251,6 @@ Additionally, they trade live animals more often than hunted game, which creates
 Humans have great stamina when it comes to movement.
 They suffer only half the usual \glspl{fatigue} from any activity involving running, marching, swimming or climbing.
 
-\subsection{Racial Ability: Connected}
-
-Humans populate the land and wander it a lot -- both traits which make them more likely to meet people.
-Humans begin with an additional \gls{storypoint}.
-
 \subsection{Starting Characters}
 
 Humans reproduce at an alarming rate -- instead of simply replacing themselves with two or three more humans, a couple might make as many as fourteen and then send the extra ones out to cause a mess -- perhaps trying to steal other people's farmland, or raise them to be monster hunters who die in an effort to protect other farms or sellswords up for use to the highest bidder.
@@ -271,4 +258,3 @@ Of these, the less well connected ones often wander the earth aimlessly searchin
 
 \end{multicols}
 
-
diff --git a/rules.tex b/rules.tex
index 619b43214b6d4e2380c523755c40eefe7ac22179..6f5f10a9ca6c4f3c43854303dab3785a0438b689 100644
--- a/rules.tex
+++ b/rules.tex
@@ -186,6 +186,11 @@ Larger and more dangerous monsters garner more \gls{xp}, as do grander missions.
 The personal goals and piety of a character are denoted by different codes of belief and gods.
 See page \pageref{gods_codes} for details on the gods and personal codes of honour.
 
+\iftoggle{verbose}{
+	Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}).
+}
+{}
+
 \subsubsection{Training Time}
 
 The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent.
diff --git a/spheres.tex b/spheres.tex
index 0c84c6cf673345e8d434d0f37b6f09b4fce6c046..a5152d8121454afe31185472f328532e8f81c25e 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -595,9 +595,13 @@ The priest blesses a target, who then receives a +1 to any Skill.
 This does not stack with any other Fate spells.
 This spell can take a character beyond the standard Skill levels.
 
-\spell{Prayer of Gratitude}{Instant}{Academics}{Retrieve 1 \gls{storypoint} after you spend 2 or more}\\
-The caster rolls during any scene in which someone spends at least 2 \glspl{storypoint}.
-With a successful roll, one \gls{storypoint} is returned to the character.
+\spell{Prayer of Gratitude}{Instant}{Empathy}{Lower the cost of a Story by 1 (minimum 1)}\\
+The caster rolls during any scene in which someone spends at least 2 \glspl{storypoint}, and reduces the cost of telling that Story by 1 if the spell succeeds.
+\iftoggle{aif}{
+	For example, Janus spends 2 \glspl{storypoint} to state that he knows a thug in town who can infiltrate a nearby castle, and attempt to raise the port culllis to let the party enter.
+	The Story would normally cost 2 \glspl{storypoint}, but the party's priest of \gls{justicegod} casts \textit{Prayer of Gratitude}, so the the cost is reduced to 1.
+	Janus then receives 3 \glspl{xp} for spending his third \glspl{storypoint} as usual.
+}{}
 
 \spell{Snapback}{Instant}{Tactics}{Start a round over again}\\
 The caster casts a spell to determine if some plan will work, and subtly alters fate to ensure it gets its best shot.
@@ -719,21 +723,23 @@ Mages can add their mental ability to move things to aid their movement.
 Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus.
 The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running.
 
-\spelllevel
-
 \spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world without sight}\\
 The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land.
 
 The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level.
 The spell covers a progressively larger area depending upon the level used.
 
-Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything.
+\iftoggle{verbose}{%
+	Mages able to cast \textit{Ranged} spells make for legendary spies, although the power is limited by the fact that while the mage can feel events at a distance, they cannot hear voices or read anything.
+}{}
 
 Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Clairvoyance.
 They can even identify the other mage with a Wits + Empathy roll.
 
 This spell cannot be cast on others -- the target is what is being felt.
 
+\spelllevel
+
 \spell{Dancing Swords}{Continuous}{Combat}{Levitate a weapon with effective Physical Attributes equal to 2}\\
 The force mage can make a weapon levitate with the power of their mind. It can float nearby to defend them and even float off to stab at enemies who will be hard pushed to counterattack the wielder when they're standing some distance away.
 
diff --git a/stories.tex b/stories.tex
index 6a019a40f96f1841f7f04c89145fbad24512643b..5f1583b5b0f3c6a0c123e71ec61e51d36dfd5f7d 100644
--- a/stories.tex
+++ b/stories.tex
@@ -63,6 +63,16 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati
 
 All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later adventure.
 
+\subsection{Experience Points}
+\label{storyXP}
+
+Each time a player spends a \gls{storypoint}, the character earns a number of \glspl{xp} equal to the number of \glspl{storypoint} they have.
+\iftoggle{verbose}{%
+	The first \gls{storypoint} grants 5 \glspl{xp}, the second grants 4, and so on.
+	If a character spends 2 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest the characters find themselves in, then the player would receive ($5+4$) 9 \glspl{xp}.
+	}%
+	{}
+
 \subsection{Combining Stories}
 
 Whether telling one story each adventure or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together.