diff --git a/First_Blood.tex b/First_Blood.tex
index 8317143f84bf9ae37a744fe9633a3c5aee3a36f0..fe878ea73b0d907e313316384583c2f31ead137d 100644
--- a/First_Blood.tex
+++ b/First_Blood.tex
@@ -353,6 +353,7 @@ This covers all manner of skills useful for surviving the outdoors, from buildin
 Specialisations include marching, fire building, temporary shelters, traps, tracking and foraging.
 
 \subsection{Tactics*}
+
 Tactics allows people to plan consice victories. The utility quickly fades when battles become drawn-out and unpredictable, but the initial benefits from going into battle with a good plan are great. It can be used to understand why people are employing apparently odd battle-tactics, or uses Charisma to impress people concerning one's military ability.
 
 When going into combat, someone who has time to prepare for a battle by running through instructions with receptive troops gains a bonus to their Initiative equal to their Tactics Skill. This bonus only ever counts for the first \gls{round}.
@@ -365,7 +366,7 @@ This is the flip side of a number of Skill related to hiding one's doings or pre
 
 \chapter{The Rules}
 
-\section{Actions}
+\section{Basic Actions}
 
 \begin{wrapfigure}{R}{.3\textwidth}
 
@@ -397,15 +398,17 @@ This is the flip side of a number of Skill related to hiding one's doings or pre
 
 \end{wrapfigure}
 
-The basic system assumes that actions are taken while the player is being hurried. When taking one's time is possible, things become much easier. Exactly how much time is required is up to the \gls{gm}, but it can easily be several nights. Sneaking into a house is a challenge, but much easier when one can take one's time, looking at it night after night to see if there is any breach in security. Getting the latest gossip from a new village in a night is a normal action, but staying for a week and drinking every night with a different local is a Resting Action.
-
 \index{Simple Actions}A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. The more difficult the action, the higher the \gls{tn}. Players add their character's Attribute and Skill to the roll. Attributes and Skills usually go as high as +3, so a +6 bonus is possible. Very poor characters may be rolling with penalties if Attributes are sufficiently low. All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise. Don't ask -- just roll!
 
 \begin{exampletext} When they arrived at the town of Arano they could already see the mountain their bard was supposedly wandering over in the distance. It was peaceful, but Arano was in complete disarray. People were nipping back and forth with cartloads of breads and smoked meats while others were rushing past with no discernable purpose.
 
 Thenton needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing. He had no desire to wait until things calmed down of their own accord - he would need to leave today.
 
-	Thenton's player uses his Intelligence Bonus (0) and Empathy Skill (+1). The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7. Thenton's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6. The roll is a failure. No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers.
+Thenton's player uses his Intelligence Bonus (0) and Empathy Skill (+1).
+The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7.
+Thenton's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6.
+The roll is a failure.
+No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers.
 
 After stopping several people they frantically explained that the nura had attacked the last village before the South mountains - Casarenna. The strange man-devouring monsters had been pushed back but the village would still be in need of military aid. Apparently the mountains were full of nura creatures, waiting to come down and eat everything.
 
@@ -419,6 +422,8 @@ Arneson nodded too. The three were in agreement. They would go across the mounta
 
 \subsection{Resting Actions}\index{Resting Actions}\label{restingactions}
 
+The basic system assumes that actions are taken while the player is being hurried. When taking one's time is possible, things become much easier. Exactly how much time is required is up to the \gls{gm}, but it can easily be several nights. Sneaking into a house is a challenge, but much easier when one can take one's time, looking at it night after night to see if there is any breach in security. Getting the latest gossip from a new village in a night is a normal action, but staying for a week and drinking every night with a different local is a Resting Action.
+
 When taking a Resting Action, one die is presumed to have rolled a 6 and the player simply rolls the other die to obtain a result.
 
 \begin{exampletext}Thenton's player decides to retry his questions as a Resting Action. He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers. Thenton's player instead takes the die that landed on a 1 and changes it to a 6. His total is now 8 and he has passed the test. This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall.
@@ -439,6 +444,7 @@ If, on the other hand, working together can benefit a situation, one character t
 \sidepic{21}{Boris_Pecikozic/village_above.jpg}
 
 \begin{exampletext}
+
 	Thenton wants to know what exactly that spell-song the boy was talking about means. He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute.
 
 	Thenton then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1. The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. He has Intelligence +1 and the Academics Skill at first level. He wants to use his specialisation in History, and the \gls{gm} allows it. Hugi is helping the action so he can add half his score of +3 (rounded down) for an additional +1 bonus.  Arneson has no knowledge of academical matters and an Intelligence Attribute at -1 so he's better off staying quiet. Adding the bonuses together, the roll is at +2. The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. The roll fails and the troop will have to go into the situation blind.