diff --git a/actions.tex b/actions.tex
index fb233503e8f48c004a4f992ac5e1b0162ea366e1..623e9c17586bca61d034f4c5b2f06456e39972eb 100644
--- a/actions.tex
+++ b/actions.tex
@@ -258,6 +258,8 @@ Characters cannot roll dice for a different result unless the situation has chan
 \noindent%
 Everything in the game has \pgls{weight}, and when characters carry more than they should, ever point in excess inflicts a Penalty to all actions.
 
+\pic{Roch_Hercka/dwarf_encumbrance}
+
 \subsubsection{On the Back}
 Characters can hold a total \gls{weight} equal to their current \glspl{hp} without Penalty.
 After that, every spare shortsword, quiver, and cheese-wheel increases the Penalty by its own \gls{weight}.
@@ -293,8 +295,6 @@ If the character actually hits, the Damage works as usual, so sometimes people f
 Losing \glspl{hp} can mean \Gls{weight} Penalties.
 Carrying items with a total \gls{weight} of 5 seems fine until a shortsword to the gut leave the character with 2~\glspl{hp}.
 
-\pic{Roch_Hercka/dwarf_encumbrance}
-
 \subsection{\Glsfmtlongpl{ep}}
 \label{ep}
 
@@ -310,6 +310,10 @@ Characters can remove \glspl{ep} which result from tiredness with a little rest
 
 Some of \gls{fenestra}'s rare and wicked diseases accrue \glspl{ep} until healed with \pgls{ingredient} from the correct Sphere.
 
+\index{Coins!\Glsfmtlongpl{ep}}
+The character sheet holds a special place for a stack of coins to represent \glspl{ep}, below the space for \glspl{hp} coins.
+Using different coins to represent different kinds of \gls{weight} and \glspl{ep} helps to track all the changes -- you can feel the weight pinning the character sheet down, as the character's burden increases.
+
 \end{multicols}
 
 \pagebreak[0]
@@ -336,6 +340,10 @@ All that matters is that \pgls{round} is a period of time in which players roll
 
 \input{config/rules/interval.tex}
 
+A central pool of coins makes giving and tracking \glspl{fp} and \glspl{mp} faster than writing and unwriting over the same scuffed square on the character sheet.
+\index{Coins!\Glsfmtlongpl{fp}}
+Players have a space on their character sheets to track \glspl{fp}, just below the \glspl{hp} area.
+
 \subsubsection{\Glsentrytext{downtime}}
 
 Players have a limited amount of \gls{downtime} to employ.
diff --git a/combat.tex b/combat.tex
index b9f302ad5c2b9738b7bd2c2bf945cb0bb575fdbe..8d0ee001693da21336d6c5946ee883a3e03c594a 100644
--- a/combat.tex
+++ b/combat.tex
@@ -82,6 +82,10 @@ A long fall might have broken the character's bone.
 A dagger could have slashed veins open.
 Characters do not have many \glspl{hp} so losing even one is a serious matter.
 
+\index{Coins!\Glsfmtlongpl{hp}}
+Players have a space on their character sheets to track \glspl{hp} using coins.
+Having a physical representation of waning health lets the other players see their injuries at a glance.
+
 \subsubsection{Death}
 \index{Death}
 \label{death}