diff --git a/systems.tex b/systems.tex
index ea775389aecc92c7338fbe4d1c351cb475aa225f..27c3527dde397cbd50d0c490a5be910bf2c098ee 100644
--- a/systems.tex
+++ b/systems.tex
@@ -8,11 +8,6 @@
 
 \togglefalse{examplecharacter}
 
-\subsection{Breaking Things}
-
-\makeRule{break_door}{Breaking in a door}{Strength}{Crafts}{10}
-A tie could indicate that the door has a massive hole in the middle, allowing a sufficiently small person to squeeze through; or it might indicate that the door caves in after multiple, noisy strikes.
-
 \subsection{\Glsfmttext{downtime} Activities}
 
 \makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4}
@@ -187,7 +182,7 @@ Of course, these fast excursions from the path, to check out anything that happe
 \end{itemize}
 
 \noindent
-Each failure margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
+Each Failure Margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
 If the roll is an 8, the actual journey would be 18 miles.
 
 \makeRule{scout}{Scouting for an Enemy Camp}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}}
@@ -202,12 +197,71 @@ During the cold seasons, fire is a necessity to remove \glspl{ep} (mentioned \vp
 Excessive snow or rain means the \gls{tn} decreases by 2 due to mud or snow remembering every step.
 However, it also increases the \gls{tn} by 2 each \gls{interval}.
 
-Both the hunter and the hunted determine their rate of travel.
+Both the hunter and the hunted determine their own rate of travel.
 The hunter continues making rolls until they catch their quarry or lose them.
 
 \makeRule{whittling}{Whittling Wood}{Dexterity}{Crafts}{10}
 Characters can fashion anything with a cost of less than 10~\gls{cp} in less than a day, with only basic woodworking tools.
 
+\subsection{Journeys by Road \& \Glsfmttext{village}}
+
+\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area}
+Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
+A successful roll indicates a working knowledge of the place.
+
+\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
+\index{Intimidation}
+
+\makeAutoRule{march}{Marching}{Move 5 miles per~\glsfmttext{interval}, +1 per \glsentrytext{ep}}
+\index{Walking}
+\index{Marching}
+\index{Travel}
+Marching depends on the terrain.
+Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
+
+\sidebox{
+  \marchingChart
+}
+
+Each \gls{interval}, the troupe can travel the initial distance easily.
+Every mile after that adds \pgls{ep}.
+
+By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
+Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
+
+An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
+With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
+The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long.
+
+Humans can endure a hard-march better than most.
+Despite their slow gait, they can out-pace almost anything in the long-term.%
+\exRef{stories}{Stories}{humanInheritance}
+
+\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtlongpl{ep} each \glsfmttext{interval} and need fire to rest}
+\index{Winter}
+\index{Cold Seasons}
+\index{Snow}
+During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing.
+
+Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
+
+\subsection{Journeys on Water}
+
+\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
+
+\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
+Each Failure Margin puts the boat off course by 10 miles.
+A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
+\index{Sailing!Navigation}
+
+\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water's speed}
+Large rivers might have \tn[8], while an open sea in a storm might be \tn[12].
+\index{Swimming}
+
+Characters can swim 1~\gls{step} per \gls{ap} spent.
+If they do nothing but swimming, they can add their Athletics Skill to the total at the end of the round.
+
+
 \subsection{News \& Information}
 
 \makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3}
@@ -233,51 +287,16 @@ A tie indicates nothing special -- but of course opening the letter won't be qui
 Opening such a letter and resealing it properly requires an \roll{Intelligence}{Academics} roll, at \tn[14], plus the margin of whoever sealed the letter originally.
 
 \makeRule{verify_rumours}{Verifying rumours}{Intelligence}{Empathy}{13}
-This usually takes a long time, and is best suited to \gls{downtime}.
-
-\subsection{Town Activities}
-
-\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{depends on area, bonus for rank}
-The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
-
-Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
-
-\Gls{guard} characters can add any rank they have earned to any rolls.
-`Fodder' add nothing, while `Diggers' can add +1 to the roll.
-
-\sidebox{
-  \begin{boxtable}[cY]
-
-    \textbf{\gls{tn}} & \textbf{Location} \\\hline
-
-    5 & \gls{healersGuild} \\
-
-    6 & Friend's Home \\
-
-    8 & Slums \\
-
-    9 & Tavern \\
-
-    9 & Rich Neighbourhood \\
+Rumours are bad, but someone trying to verify them is worse.
+A failure on this roll means that people around have been alerted to the investigation (whether the rumour was true or not).
+\index{Investigation}
 
-    10 & Market \\
-
-    12 & \gls{sunGuard} Station \\
-
-  \end{boxtable}
-}
+If the investigator doesn't care about alerting anyone, they can take this as \pgls{restingaction} during \gls{downtime}.
 
-Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
-\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
-
-A tie indicates that someone has caught the character (see below).
-Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
-Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
+\subsection{Town Activities}
 
-\paragraph{Getting caught}
-demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
-Failure means a trip to the \gls{court}.
-Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.
+\makeRule{break_door}{Breaking in a door}{Strength}{Crafts}{10}
+A tie could indicate that the door has a massive hole in the middle, allowing a sufficiently small person to squeeze through; or it might indicate that the door caves in after multiple, noisy strikes.
 
 \makeRule{buyService}{Judging services}{Wits}{Empathy}{9}
 It's never easy knowing whom to hire.
@@ -301,7 +320,6 @@ The bard simply has to exchange gossip at the markets for some months.
 
 \makeRule{pick_pocket}{Picking a pocket}{Dexterity}{Larceny}{12}
 Stealing in larger, more populated areas, affords more opportunities, while small \glspl{village}, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raises the \gls{tn} significantly.
-
 \index{Pickpocketing}
 
 A tie means the character gets the item, but the victim immediately notices the crime.
@@ -332,64 +350,48 @@ This includes murder, crafting poisons, selling illegal items, et c.
 
 Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
 
-\subsection{Journeys by Road \& \Glsfmttext{village}}
-
-\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area}
-Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
-A successful roll indicates a working knowledge of the place.
+\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{depends on area, bonus for rank}
+The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
 
-\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
-\index{Intimidation}
+Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
 
-\makeAutoRule{march}{Marching}{Move 5 miles per~\glsfmttext{interval}, +1 per \glsentrytext{ep}}
-\index{Walking}
-\index{Marching}
-\index{Travel}
-Marching depends on the terrain.
-Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
+\Gls{guard} characters can add any rank they have earned to any rolls.
+`Fodder' add nothing, while `Diggers' can add +1 to the roll.
 
 \sidebox{
-  \marchingChart
-}
+  \begin{boxtable}[cY]
 
-Each \gls{interval}, the troupe can travel the initial distance easily.
-Every mile after that adds \pgls{ep}.
+    \textbf{\gls{tn}} & \textbf{Location} \\\hline
 
-By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
-Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
+    5 & \gls{healersGuild} \\
 
-An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
-With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
-The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long.
+    6 & Friend's Home \\
 
-Humans can endure a hard-march better than most.
-Despite their slow gait, they can out-pace almost anything in the long-term.%
-\exRef{stories}{Stories}{humanInheritance}
+    8 & Slums \\
 
-\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtlongpl{ep} each \glsfmttext{interval} and need fire to rest}
-\index{Winter}
-\index{Cold Seasons}
-\index{Snow}
-During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing.
+    9 & Tavern \\
 
-Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
+    9 & Rich Neighbourhood \\
 
-\subsection{Journeys on Water}
+    10 & Market \\
 
-\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
+    12 & \gls{sunGuard} Station \\
 
-\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
-Each Failure Margin puts the boat off course by 10 miles.
-A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
-\index{Sailing!Navigation}
+  \end{boxtable}
+}
 
-\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water speed}
+Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
+\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
 
-The \gls{tn} depends on the water's speed -- large rivers might have a \gls{tn} of 8, while an open sea in a storm might be \gls{tn} 12.
-\index{Swimming}
+A tie indicates that someone has caught the character (see below).
+Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
+Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
+
+\paragraph{Getting caught}
+demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
+Failure means a trip to the \gls{court}.
+Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.
 
-Characters can swim 1~\gls{step} per \gls{ap} spent.
-If they do nothing but swimming, they can add their Athletics Skill to the total at the end of the round.
 
 \end{multicols}