diff --git a/cc.tex b/cc.tex
index 5144f96c019a3483b62fcd9855b8c269eea11652..7862174bf8d4cdf5e27f7756d262ae9ca7631987 100644
--- a/cc.tex
+++ b/cc.tex
@@ -179,13 +179,27 @@ Finally, a character's ability to speak with people, make friends, lie convincin
 
 
 \iftoggle{verbose}{
-	\index{Skills}Skills define what a character does with most of their time -- what they are practiced in. They are always paired with an Attribute to give a bonus to rolls. We'll go over how to give your new character Skills under the Experience section\footnote{page \pageref{xp}.}. For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.}{}
-
-A basic Skill grants a +1 bonus to actions where it is used. This is the level of a very basic worker in that field -- those just finishing an apprenticeship in Crafts would have the basic Skill level. Advanced Skills are those with a +2 bonus, indicating an established member of the field. Vigilance +2 might indicate a very shifty and paranoid person, while Athletics +2 would mean the character is persistently practicing new athletic feats. Finally, experts with a score of +3 are very rare. A +3 bonus to Stealth indicates someone who has rare insights and keen instincts when it comes to going unnoticed, while someone with mastery of the Empathy Skill could talk a beggar into giving their hat away.
+	\index{Skills}Skills define what a character does with most of their time -- what they are practised in.
+They are always paired with an Attribute to give a bonus to rolls.
+We'll go over how to give your new character Skills under the Experience section\footnote{page \pageref{xp}.}.
+For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.}{}
+
+A basic Skill grants a +1 bonus to actions where it is used.
+This is the level of a very basic worker in that field -- those just finishing an apprenticeship in Crafts would have the basic Skill level.
+Advanced Skills are those with a +2 bonus, indicating an established member of the field.
+Vigilance +2 might indicate a very shifty and paranoid person, while Athletics +2 would mean the character is persistently practising new athletic feats.
+Finally, experts with a score of +3 are very rare.
+A +3 bonus to Stealth indicates someone who has rare insights and keen instincts when it comes to going unnoticed, while someone with mastery of the Empathy Skill could talk a beggar into giving their hat away.
 
 \subsection{Specialised Skills*}
 
-Some Skills are `Specialised Skills', meaning that they are a broad category for a number of sub-skills. The Craft Skill covers metallurgy, woodcraft, armour making and many more. Anyone taking such Skills gain two Specialisations per level. Using a Skill without the appropriate Specialisation is often impossible (for instance, one cannot use the Performance Skill to play a harp if one has never learned to play a harp) but at other times can be attempted with a -1 penalty. For example, someone attempting to remember a fact about history who has no Academics Skill is at a -1 penalty to the roll. Someone with Academics who specialises in alchemy and politics but not history could attempt the roll without penalty because they gain +1 for having the Academics Skill and -1 for not having the correct specialisation. Finally, an academic with a specialisation in history could attempt the task with a +1 bonus to the roll for having the Skill with the correct specialisation.
+Some Skills are `Specialised Skills', meaning that they are a broad category for a number of sub-skills.
+The Craft Skill covers metallurgy, wood craft, armour making and many more.
+Anyone taking such Skills gain two Specialisations per level.
+Using a Skill without the appropriate Specialisation is often impossible (for instance, one cannot use the Performance Skill to play a harp if one has never learned to play a harp) but at other times can be attempted with a -1 penalty.
+For example, someone attempting to remember a fact about history who has no Academics Skill is at a -1 penalty to the roll.
+Someone with Academics who specialises in alchemy and politics but not history could attempt the roll without penalty because they gain +1 for having the Academics Skill and -1 for not having the correct specialisation.
+Finally, an academic with a specialisation in history could attempt the task with a +1 bonus to the roll for having the Skill with the correct specialisation.
 
 Each level of a Skill one has grants 1 Specialisation. For example, someone with Survival 2 might know how to track and build temporary shelters but would count as having Survival 1 when marching.
 
@@ -228,7 +242,7 @@ Academics study history, architecture, local politics, literature, and (very com
 This `study of study', can involve reading, mnemonics, and teaching.
 
 Characters without any levels in Academics are always illiterate, but those \emph{with} some Academics Skill could also be illiterate.
-Various shamans practic memorizing long texts and generally consider books to be a dimwit's crutch.
+Various shamans practice memorizing long texts and generally consider books to be a dimwit's crutch.
 
 Academics might be mixed with Charisma for storytelling, Wits to pull out just the right information, Intelligence to write well, or even Strength for a loud speech.
 
@@ -263,7 +277,11 @@ The Strength Bonus might also be used to intimidate people, whether the characte
 
 \subsection{Empathy}
 
-The art of understanding people is practiced by kind souls as well as malicious. When paired with Charisma it forms a means of getting people to want things -- or stop wanting them; most often this takes the form of asking someone for help. It is used when characters want a price lowered, or are hoping to get someone to keep the bar open. If, however, the persuasive arguments are not concerned with making someone feel for the character but with the cold hard facts, the Intelligence Attribute is preferred. This might be used to convince someone not to go to war with a neighbouring nation or show how farming more land is not in their own best interest.
+The art of understanding people is practised by kind souls as well as malicious.
+When paired with Charisma it forms a means of getting people to want things -- or stop wanting them; most often this takes the form of asking someone for help.
+It is used when characters want a price lowered, or are hoping to get someone to keep the bar open.
+If, however, the persuasive arguments are not concerned with making someone feel for the character but with the cold hard facts, the Intelligence Attribute is preferred.
+This might be used to convince someone not to go to war with a neighbouring nation or show how farming more land is not in their own best interest.
 
 Commonly, Empathy is used to spot lies when paired with Wits. Humans are famously bad at this, resulting in wildfires of bogus rumours around human communities, while it can be very difficult to lie to elves.
 
@@ -317,7 +335,7 @@ When going into combat, someone who has time to prepare for a battle by running
 \subsection{Vigilance}
 
 This is the flip side of a number of Skill related to hiding one's doings or presence.
-It is practiced by guards or the eternally paranoid.
+It is practised by guards or the eternally paranoid.
 It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back.
 One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength + Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert.
 
@@ -351,7 +369,7 @@ After time spent adventuring, many bards learn Song Magic in order to aid their
 
 \subsection{Priest of Laiqu\"{e}}
 
-Priests of Laiqu\"{e} make a good stand-in for druids or witches, given their afinity for animals and ability to shapeshift.
+Priests of Laiqu\"{e} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
 They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \gls{mp}.
 
 Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and 
@@ -371,7 +389,7 @@ Rogues begin with Combat 1, 10 \glspl{fp}, Stealth 2, Larceny 1 and the Knack: P
 If they have a Body Attribute at -1, raise it by one level.
 If not, purchase one level of the Deceit Skill.
 
-Their starting equipment is a dagger, Complete leather armour, a longsword, 50' of rope and lockpicking tools.
+Their starting equipment is a dagger, Complete leather armour, a longsword, 50' of rope and lock picking tools.
 If they have the Deceit Skill, they begin play with a throwing dagger.
 They follow the Code of Acquisition.
 
@@ -380,7 +398,7 @@ They follow the Code of Acquisition.
 Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge.
 If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level.
 
-Their starting equipment is partial chainmail, a longsword and a bucklar shield.
+Their starting equipment is partial chainmail, a longsword and a buckler shield.
 If they start play with the Tactics Skill they also get camping equipment.
 They follow the goddess Ohta.
 
diff --git a/combat.tex b/combat.tex
index 1d9fefff56eb135d097f1980a40b0f083a39a71b..9604b27a287465fba367b4059dab8755e7709e85 100644
--- a/combat.tex
+++ b/combat.tex
@@ -162,12 +162,12 @@ If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
 \index{Hit Points}Each character has a number of HP equal to 6 plus their Strength Bonus. Small gnomes typically have 4 HP while big, strong humans typically have 7. Losing even a single HP means the character has suffered serious Damage. A long fall might have broken the character's bone. A dagger could have slashed open several veins. Characters do not have many HP so losing even one is a serious matter.
 
 \subsubsection{Healing}\index{Healing}
-Characters heal a quarter their Hitpoints each week, rounded up.
+Characters heal a quarter their \gls{hp} each week, rounded up.
 
 \subsubsection{Death}
 \index{Death}Once a \gls{pc} reaches 0 HP they must make a \index{Vitality Check}Vitality Check in order to stay alive.
 This is rolled at \gls{tn} 4 plus one for every negative HP level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have.
-Stronger characters already have more Hitpoints, which has already kept them farther from death.}}{}
+Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{}
 For example, if someone with 3 HP left were to take a further 6 Damage, this would put their at -3 HP.
 That makes the \gls{tn} 7 for the Vitality Check.
 
@@ -340,7 +340,11 @@ Characters using a sword and a shield can add the shield's bonus to Evasion to t
 
 Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage.
 
-Armour can cover more or less of a character, and therefore comes with three ratings -- Partial, Complete and very rare Perfect armour. Partial armour covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that. Complete armour covers the full character -- almost. Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shinguards, foot coverings and will overlap to protect the joints. Perfect armour is a rating used for certain creatures which have natural armour without weakspots (such as stone giants).
+Armour can cover more or less of a character, and therefore comes with three ratings -- Partial, Complete and very rare Perfect armour.
+Partial armour covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that.
+Complete armour covers the full character -- almost.
+Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints.
+Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants).
 
 \subsection{Vitals Shots}\label{vitals}\index{Combat!Vitals Shots}
 
@@ -448,11 +452,17 @@ At this point you might be wondering how anyone is going to survive past their f
 The mechanism which saves the plot-important character is \glsentrylongpl{fp}.
 Every time someone would lose HP, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day.
 
-Everyone in the world begins with 5 base \gls{fp}. This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}. The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full alotment of \gls{fp} at the beginning of each adventure. \glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual. As a result, most \glspl{npc} effectively have 0 \gls{fp}. The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} HP.
+Everyone in the world begins with 5 base \gls{fp}.
+This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}.
+The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each adventure.
+\glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual.
+As a result, most \glspl{npc} effectively have 0 \gls{fp}.
+The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} HP.
 
 \subsection{Regaining Fate Points}
 
-At the end of each Scene, players regenerate 2/5ths of their Fatepoints.  Those with 5 Fatepoints total regenerate 2 temporary Fatepoints, and those with 10 Fatepoints regenerate 4 temporary Fatepoints, and so on.
+At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}.
+Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on.
 
 While \glspl{npc} begin with 0 \gls{fp}, they too regenerate the normal amount each scene. In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when some climactic end scene arises where the \glspl{pc} finally confront them, they will have a harder time of it, because the \gls{npc} has now become plot-important enough to merit some plot immunity, just like them.
 
@@ -511,12 +521,14 @@ Thenton thought for a moment about abandoning Hugi if there was a problem - his
 
 	The trio climbed for a while longer, looking back every few moments to note how close the hobgoblins were behind them. An ogre was among their ranks, so they must have come from a very deep cavern.
 
-	Looking back, the enemy was nearing and everyone was out of breath. Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards. He calmly got out the rations - some cheese, smoked pork, oatcakes and a flaggon of wine.
+	Looking back, the enemy was nearing and everyone was out of breath.
+	Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards.
+	He calmly got out the rations - some cheese, smoked pork, oatcakes and a flagon of wine.
 
 	\noindent\includegraphics[width=\linewidth]{images/Boris_Pecikozic/nura_brawl.jpg}
 	\label{boris:brawl}
 
-	``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrocity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man.
+	``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrosity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man.
 
 	As the hobgoblins neared the plateau where the trio sat they began to make their war cries, but Arneson just sat and ate his last oatcake slowly. They began to sprint upwards across the rocky ground.
 
@@ -524,8 +536,8 @@ Thenton thought for a moment about abandoning Hugi if there was a problem - his
 One of the players must roll Initiative, so Arneson's player take the dice and rolls, producing a `5'.
 Each character's Initiative Bonus adds to this separately, so Thenton's Initiative of +1 gives him a total of 6; Hugi's Initiative of +0 gives him a total of 5 and Arneson's Initiative Bonus of +2 makes his total 7.
 The group then gain +1 each due to the higher ground.
-Meanwhile, the hoboblins have rolled a `5' for their Initiative as well.
-The hoboblins each have a +1 bonus to Initiative and the ogre has a +0 bonus.
+Meanwhile, the hobgoblins have rolled a `5' for their Initiative as well.
+The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus.
 
 	The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out,
 
@@ -716,7 +728,7 @@ A \textit{Ram} action must employ normal movement, and cannot move any character
 When taking someone by surprise, the attacker gains a +4 bonus to the attack and a +2 bonus to Damage. Opponents cannot use any Evasion bonuses from Dexterity, weapon Bonuses or the Combat Skill.
 
 Sneak Attacks also gain a penalty equal to the weapon's \gls{weightrating} (if positive).
-Warhammers are not the best choice for assassination weapons, while daggers and handaxes do much better.
+Warhammers are not the best choice for assassination weapons, while daggers and hand axes do much better.
 
 \subsubsection{Two Weapon Combat}\index{Combat!Two Weapons}
 
@@ -750,7 +762,7 @@ Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor
 	Thenton, on Initiative 1, is the last to act.
 	He jumps off the cliff-side to attack the last hobgoblin.
 	He strikes with a score of 11, bypassing the ugly creature's Partial chain armour, then rolls $1D6+2$ for the Damage for a total of 4.
-	The creature is reduced to half its hitpoints with a crimson gash across its throat.
+	The creature is reduced to half its \glspl{hp} with a crimson gash across its throat.
 
 	As Thenton's sword swooped down it opened up his target's arm. The last one standing cries out and withdraws his arm then backs off.
 
@@ -898,13 +910,13 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage
 
 \begin{multicols}{2}
 
-Unsure if your NPCs want to fight?  Roll their Combat or Aggression Skill at \gls{tn} 6.
+Unsure if your \glspl{npc} want to fight?  Roll their Combat or Aggression Skill at \gls{tn} 6.
 
 \moralechart\index{Morale}
 
 Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day. At the start of each \gls{round}, the \gls{gm} rolls a morale check for the enemy if they think the enemy have a good reason to flee.
 
-The players do not take morale checks -- they decide when it's time to run away by the look of the situation. Usually a good time is when all the \gls{fp} have run out.\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any NPCs with remaining \glsentrytext{fp}.}
+The players do not take morale checks -- they decide when it's time to run away by the look of the situation. Usually a good time is when all the \gls{fp} have run out.\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.}
 
 Morale checks are rolled at \gls{tn} 6 with a character's Combat Skill (or Aggression Skill if the character is an animal). As usual, the \gls{gm} rolls for an entire group with one roll. If the characters have just attacked a group of 10 hobgoblins and injured 3 then the troop will roll at \gls{tn} 6 to see if they should flee, but the injured 3 hobgoblins roll at \gls{tn} 8.
 If the final result is a 7 then the three injured hobgoblins flee, but the rest remain.
@@ -983,7 +995,12 @@ The hobgoblins of course realised that they had no time to reload so they just g
 They dropped their projectiles, pulled out their shortswords and started to clamber along the rocky face of the mountain.
 The trio could not move clearly up the mountain until they had gained some ground between themselves and the hobgoblins, and feared that there would be more openings to once-dwarven tunnels, now infested with hobgoblins, if they went further up from their present location.
 
-	The basic \gls{tn} for such actions is 6 and the \gls{gm} lowers it by 2 because the trio have a good headstart. The hobgoblins add their Speed Bonus of +1 for a final \gls{tn} of 5. The party roll an 8 but unfortunately Hugi isn't the fastest of people - he's only four feet tall after all - so his score is 7. They needed that 8 to completely get away. Arneson and Thenton decide they're going to keep pace with him rather than running ahead. They're not caught yet, but run through three different distinct areas before making another roll.
+	The basic \gls{tn} for such actions is 6 and the \gls{gm} lowers it by 2 because the trio have a good head start.
+	The hobgoblins add their Speed Bonus of +1 for a final \gls{tn} of 5.
+	The party roll an 8 but unfortunately Hugi isn't the fastest of people -- he's only four feet tall after all -- so his score is 7.
+	They needed that 8 to completely get away.
+	Arneson and Thenton decide they're going to keep pace with him rather than running ahead.
+	They're not caught yet, but run through three different distinct areas before making another roll.
 
 The hobgoblins were fast on their trail as they clambered over the rocky mountain side.
 They soon headed up steeper, overhanging rocks and at one point had to help each other upwards across large rocks jutting out of the side as the hobgoblin horde came ever closer.
diff --git a/gm.tex b/gm.tex
index aa8abe86a41e8f4abaa0dd6a4b335a064fc96f0f..2d4057a3f03b8cfd892f38a3dd532d407a27741d 100644
--- a/gm.tex
+++ b/gm.tex
@@ -65,7 +65,7 @@ Marshes & Forest & Result \\\hline
 If you reach a result which is not listed, there is no encounter.
 If you roll trips -- three of the same number -- roll again, and if you get another encounter, combine the two.
 If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron.
-If you roll wolves and a chitincrawler, perhaps the players hear persisten wolf-cries in the distance as a chitincrawler has caught some wolves in its web while the others watch and bark helplessly.
+If you roll wolves and a chitincrawler, perhaps the players hear persistent wolf-cries in the distance as a chitincrawler has caught some wolves in its web while the others watch and bark helplessly.
 
 You may want to set up your random encounter before the start of the session, allowing you to review monsters' stats and perhaps tie the encounters together, or integrate them with active characters from players' Story Points, or recent events in the campaign.
 
@@ -138,7 +138,7 @@ Side Quests should never require characters going to a specific location, since
 If you want to run Side Quests as a secondary part of your game, you can just run them any time the group doesn't get a random encounter.
 
 If you want them to be the primary mover in your campaign, you can run a Side Quest every time the group enters a new area.
-You can also make one plotline the \emph{primary} quest by making it longer than the others.
+You can also make one plot line the \emph{primary} quest by making it longer than the others.
 
 However you run them, players should each receive 5 \gls{xp} for completing a Side Quest for each part it contained.  A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}.
 
@@ -178,7 +178,7 @@ Undead also feel no pain and suffer little from scrapes and bruises. As a result
 The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without tiring. They enjoy feeding on souls, but it is not required for them to continue moving. Each has an Aggression score of +2.
 
 When the undead are newly created, they are clumsy, as they are not used to their own bodies, and suffer a -2 penalty to Dexterity.
-Shortly afterwards, rigor mortis sets in, and then decay.
+Shortly afterwards, rigour mortis sets in, and then decay.
 Any undead more than a few hours old gain a -2 penalty to their Speed Bonus, but lose the Dexterity penalty.
 
 \end{multicols}
diff --git a/intro.tex b/intro.tex
index 1a1dceb52eb36c3c55966361eb69ec0884d369f4..ded18347c1326bb7e48d61afa424bbef44fe4783 100644
--- a/intro.tex
+++ b/intro.tex
@@ -10,7 +10,7 @@ Character creation is random by default, so players have no expectation to under
 
 Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrylong{hp}.
 
-If you're looking for a premade campaign world, find yourself a copy of \textit{Adventures in Fenestra}.
+If you're looking for a pre made campaign world, find yourself a copy of \textit{Adventures in Fenestra}.
 
 \end{multicols}
 
@@ -53,7 +53,7 @@ Find him at artstation.com/hertz.
 
 This book has some serious problems, and that's fine.  I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and change things.  This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book.
 
-No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and cellotape it to the last page of the core book.
+No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and cello tape it to the last page of the core book.
 Instead, you have the complete source documents, and can modify it as you please, creating a cohesive book.
 If you spot an error, you can correct it.
 If you want to add a couple of spells, it's no problem.
diff --git a/knacks.tex b/knacks.tex
index 6fb8efd67978ba637c285e8f312e6a80e41015ff..859c3b4f828119048312445e97480bb235c7057c 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -146,7 +146,11 @@ Your battle cries and demeanour are particularly fearsome. Enemies receive a -2
 
 \subsubsection{Blood Caster}
 
-The caster's magic is fuelled by hatred and tenacity. If the character has 0 FP and loses a single HP then they gain +2 to their effective Intelligence Bonus. If they lose half their HP then they gain an additional bonus equal to the number of Knacks they have. For example, a caster might lose 2 HP then gain an effective +2 bonus to casting Firebolt spells and a +2 bonus to the Damage inflicted by such spells. When they are later struck again and goes down to 1 HP then (since they have 2 Knacks) they gain a +4 bonus to such spells and a +4 bonus to Damage.
+The caster's magic is fuelled by hatred and tenacity.
+If the character has 0 FP and loses a single HP then they gain +2 to their effective Intelligence Bonus.
+If they lose half their HP then they gain an additional bonus equal to the number of Knacks they have.
+For example, a caster might lose 2 HP then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
+When they are later struck again and goes down to 1 HP then (since they have 2 Knacks) they gain a +4 bonus to such spells and a +4 bonus to Damage.
 
 This Knack can only be used when there is a legitimate grievance. The mage does not gain the bonus when they have harmed themself. It lasts only until the end of the scene and can reactivate only once the mage has lost further HP.
 
diff --git a/magic.tex b/magic.tex
index 808abfb534dda1e0a5044ae204e3ae5979db9f44..ecb7e50ffd060ad6d9fa7d20fedb5be51091693c 100644
--- a/magic.tex
+++ b/magic.tex
@@ -6,7 +6,10 @@ There are five path of magic -- five ways to learn how to cast spells.
 Each path gives access to different kinds of magic Spheres, but mechanically they all work the same way.
 We'll cover the paths in the next chapter.  Here we're just going to cover raw magic.
 
-Each level of a sphere typically grants access to a few different spells.  For example, the first level of the Aldaron sphere allows the caster to affect local weather conditions, enchant animals, and summon light.  Divine casters willl think of this as a gift from their deity, while blood casters think of these effects as a natural extension of their own will.  However, the basic effects are the same.
+Each level of a sphere typically grants access to a few different spells.
+For example, the first level of the Aldaron sphere allows the caster to affect local weather conditions, enchant animals, and summon light.
+Divine casters will think of this as a gift from their deity, while blood casters think of these effects as a natural extension of their own will.
+However, the basic effects are the same.
 
 \subsubsection{The Spheres of Magic}
 
@@ -274,14 +277,14 @@ Conjuration divides the world into three essential forms -- solid, liquid and ga
 Conjuration spells targeting larger items are always more difficult.  The \gls{tn} for anything besides a gas, such as air, is always increased by the \gls{weightrating}.
 In the case of living targets, the \gls{weightrating} is always equal to their \gls{hp}, so targeting someone with 6 \gls{hp} would increase the \gls{tn} by 6.
 
-Any character can decide that a conjuration spell targeting them fails by spending 5 FP, if that spell would be fatal.
+Any character can decide that a conjuration spell targeting them fails by spending 5 \gls{fp}, if that spell would be fatal.
 
 \spelllevel
 
 The mage can turn any single, cohesive, target into another of the same type.  Mist can turn to air, or air can turn into mist.
 Ice can turn into rock, and water can turn into sludge.
 
-Food substances, gold coins with complex ingravings, bows, and other crafted items are too complicated for this spell -- it only transforms matter into something simple of the same type.
+Food substances, gold coins with complex engravings, bows, and other crafted items are too complicated for this spell -- it only transforms matter into something simple of the same type.
 
 \spell{Choking Fog}{Continuous}{Survival}\\
 The caster changes the nearby air into a caustic mess.  When cast outdoors the mist disipates at the end of the \gls{round}.  When cast in a windy area, the fog disappears instantly.
@@ -309,7 +312,7 @@ The caster turns any nearby liquid into a slippery slime.  Anyone running across
 Casters acting quickly often carry their own water.  Throwing water requires 8 initiative for using an item, as usual.
 
 \spell{Web}{Continuous}{Survival}\\
-The caster turns any liquid inta a viscious, sticky substance.
+The caster turns any liquid into a vicious, sticky substance.
 Anyone coming into the liquid gets stuck, and needs to take a full movement action to try to get free.
 
 Casters roll their Intelligence + Survival at a \gls{tn} of 7 + the target's Strength + Athletics. Alternatively, players can avoid being stuck in the web by rolling Strength + Athletics, at \gls{tn} 7 + the caster's Intelligence + Survival.
@@ -362,7 +365,7 @@ If placed on a surface, it opens seamlessly, as if it were a normal opening.
 People can wander into another land entirely and never know it.
 
 The portals are always seamless -- the edges contain no flickering or wobbles.
-Portals must always rest upon unchangeing surfaces; any movement destroys the circle instantly.
+Portals must always rest upon unchanging surfaces; any movement destroys the circle instantly.
 
 	\begin{rollchart}
 
@@ -381,7 +384,7 @@ Portals must always rest upon unchangeing surfaces; any movement destroys the ci
 	\end{rollchart}
 
 \enhancement{1}{Unrestrained}
-The mage can ignore all spacial barriors to the teleportation spell, allowing it to go anywhere the caster is familiar with, up to a number of areas away equal to \arabic{spelllevel} plus the caster's Wits Bonus.
+The mage can ignore all spacial barriers to the teleportation spell, allowing it to go anywhere the caster is familiar with, up to a number of areas away equal to \arabic{spelllevel} plus the caster's Wits Bonus.
 \index{Spell Enhancements!Unrestrained}
 
 Particularly crazy casters have used such spells to open portals to strange etherial lands, filling the area with all manner of dangerous and bizarre creatures.
diff --git a/paths.tex b/paths.tex
index fc2296bad4e40d10f30c90b5997d1dee183b6e94..27310f97303499eefeec1588a4070f3e51ca4a06 100644
--- a/paths.tex
+++ b/paths.tex
@@ -6,7 +6,7 @@
 There are various roads to learning magic -- each allows the mage to invoke different spheres and has a different flavour of magic.
 Any character with the appropriate requirements can learn to cast magic.
 Each school of magic has its own flavour but different people casting spells from the same spheres of magic will end up with exactly the same results, mechanically.
-A priest of war may call divine fire to to destroy enemies where an alchemist uses precise gestures to summon the essential form of fire, but both are just using the the Invocation sphere.
+A priest of war may call divine fire to to destroy enemies where an alchemist uses precise gestures to summon the essential form of fire, but both are just using the Invocation sphere.
 
 People can pick up different Paths of Magic by simply fulfilling different requirements. If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost. If a blood sorcerer were to learn the Aldaron sphere as a natural knack and later decided to become an adherent of the goddess Laiqu\"{e}, she could channel the magic through divine means or through her innate abilities.
 All that is needed is a little time to pick up an understanding of how this same magic works through a different lens.
@@ -99,7 +99,12 @@ Runecasters must devote a single Academics slot to learning how to properly insc
 
 Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for Quick Spells. They always use Ritual Spells for the highest level of any Sphere, and can use normal casting after that.
 
-However, in return for this deficite, runecasters can learn their craft far more easily. Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would. While buying Fate 2 would normally cost 10 for the first level and 15 for the second, runecasters merely need to spend 5 \gls{xp} for the first level and 10 for the second. If they ever want to use those same sphere through a different path of magic, they must spend 5 \gls{xp} to `repurchase' each level. For example, someone who could cast both alchemical and runic magic might purchase Conjuration at the second level for a total of 15 \gls{xp}. They could only use it for runic magics, but later they could spend 5 \gls{xp} to be able to cast the first level with either the alchemy path or the runecasting path.
+However, in return for this deficit, rune casters can learn their craft far more easily.
+Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
+While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.
+If they ever want to use those same sphere through a different path of magic, they must spend 5 \gls{xp} to `repurchase' each level.
+For example, someone who could cast both alchemical and runic magic might purchase Conjuration at the second level for a total of 15 \gls{xp}.
+They could only use it for runic magics, but later they could spend 5 \gls{xp} to be able to cast the first level with either the alchemy path or the rune casting path.
 
 Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out.
 
diff --git a/races.tex b/races.tex
index d5ea229c52b3d951dd309dd3f4426c622ecabb0f..91199f960e9a10954888322c904222f0a5fb2e09 100644
--- a/races.tex
+++ b/races.tex
@@ -69,7 +69,13 @@ Elvish trade is based mostly on jewellery -- one can tell how rich an elf is (or
 
 Elves are creatures of the natural world -- they are in tune with the rhythms of the forests and planes and never harmed by them. Elves are immune to Fatigue Points from natural heat levels -- they can sleep outside in the snow or wander deserts without sunburn. Additionally, they do not sleep but instead require only four hours' meditation per day. During these times, elves relive their old memories as a way of hanging onto the very old ones so as to not forget who they are.
 
-Elves age but not because they are degrading, rather because they are changing. Over the years they become progressively more fae looking and alien. Their minds sharpen, but their bodies degrade. After 100 years, an elf's maximum Strength Bonus decreases from +2 to +1 but their maximum Dexterity increases to +4. At 200 years old the elf's maximum Strength score becomes 0 but their maximum Speed Bonus raises to +4. At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4. Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2.
+Elves age but not because they are degrading, rather because they are changing.
+Over the years they become progressively more fay looking and alien.
+Their minds sharpen, but their bodies degrade.
+After 100 years, an elf's maximum Strength Bonus decreases from +2 to +1 but their maximum Dexterity increases to +4.
+At 200 years old the elf's maximum Strength score becomes 0 but their maximum Speed Bonus raises to +4.
+At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4.
+Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2.
 
 	\begin{tabular}{ccl}
 
@@ -89,7 +95,10 @@ Elves age but not because they are degrading, rather because they are changing.
 
 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.
 
-Elves tend to view their own young as expendable. They do not reproduce rapidly, but over long centuries a single elf can easily have many children. Since the youth tend to be stronger than their elders, these young things are encouraged to perform the most dangerous of tasks such as hunting large animals or defending a village through melee rather than with a bow. As a result of this attitude, elves encourage many of their young to go out into the world and seek knowledge before they become old, frail and strange.
+Elves tend to view their own young as expendable.
+They do not reproduce rapidly, but over long centuries a single elf can easily have many children.
+Since the youth tend to be stronger than their elders, these young things are encouraged to perform the most dangerous of tasks such as hunting large animals or defending a village through m\^{e}l\'{e}e rather than with a bow.
+As a result of this attitude, elves encourage many of their young to go out into the world and seek knowledge before they become old, frail and strange.
 
 \end{multicols}
 
diff --git a/rules.tex b/rules.tex
index ef32e957abb3d11b1083897b3146cfd35aa07bca..2cae6e4d8c625e3017949b2f102fe3b9b05d27df 100644
--- a/rules.tex
+++ b/rules.tex
@@ -38,7 +38,7 @@
 
 \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.
+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 discernible 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.
 
@@ -136,8 +136,8 @@ Hobgoblins tend to act quickly.
 The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners.
 
 	The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting.
-	They might manage to luck into stealthing through the environment, or might be caught unawares.
-She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them.
+	They might manage to luck into stealthing through the environment, or might be caught unaware.
+	She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them.
 
 	The \gls{gm} thinks about the difficulty.
 	On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass.
@@ -283,7 +283,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \begin{xpbox}{A}
 
-		Fatepoint Base & Cost \\\hline
+		FP Base & Cost \\\hline
 
 		10 & 10 \\
 
@@ -646,7 +646,9 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig
 
 \end{wrapfigure}
 
-Different races will also have different items available. In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value.  Characters can only buy expensive, artesan, items in cities.
+Different races will also have different items available.
+In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value.
+Characters can only buy expensive, artisan, items in cities.
 
 \subsubsection{Starting Equipment}\label{start_equipment}
 
@@ -684,7 +686,7 @@ This game uses the entirely abstract measurements of the `scene' and `square' fo
 
 \subsection{Time as Scenes}
 
-When everyone wants to talk and act at the same time, timeis tracked in \glspl{round}.
+When everyone wants to talk and act at the same time, time is tracked in \glspl{round}.
 This period of time is used almost exclusively while tracking combat.
 The \gls{round} itself can then be further divided into Initiative Scores if you want real detail, but that's covered later.
 All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs.
@@ -695,7 +697,11 @@ Lastly, there is an adventure. The adventure lasts until the current plot-thread
 
 \subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas}
 
-Space is tracked through \glspl{square}. A \gls{square} is just any unit of space within the battlefield. If you are using a battlemap which has squares marked out on it, then those squares the the size of a square, even if those squares happen to look very hexagonal. A square might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon. The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile.
+Space is tracked through \glspl{square}.
+A \gls{square} is just any unit of space within the battlefield.
+If you are using a battlemap which has squares marked out on it, then those squares are the size of a square, even if those squares happen to look very hexagonal.
+A square might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon.
+The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile.
 
 The next unit of space is the `\gls{area}'.
 An \gls{area} is just any \gls{area} which looks different from another.
@@ -703,8 +709,8 @@ While traipsing through a small dungeon, each room and cavern entered might be t
 When gallivanting through open plains one \gls{area} might be a copse of trees, another a lake, and then the next area a village.
 
 The final unit is a `region'.
-Regions encombass a full forest, a town, or a collection of villages.
-Each region has its own set of likely encounters, such as tradesmen in the villages, cutthroats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
+Regions encompasses a full forest, a town, or a collection of villages.
+Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
 
 \end{multicols}
 
diff --git a/stories.tex b/stories.tex
index 4559182eeee9e036e598ab241ade9f145a919fec..2d7c9ba2dbc4f61d505b33e9a95c0ee774c1dba8 100644
--- a/stories.tex
+++ b/stories.tex
@@ -67,7 +67,9 @@ Some characters may save up their Story Points at this juncture just to buy some
 The following is a suggested list of Stories the players can tell and their costs. The players are strongly encouraged to suggest more to the \gls{gm} who will either veto them or give them an appropriate cost.
 
 \story{1}{I know a guy who'd be perfect}
-You know someone in town who has just the skills you are all looking for. They might be a farmer, willing to put you and the group up for the night, or someone who knows all the local rumours. If they have some special Skill, such as a weaponsmith with a workshop, then they will have a total bonus of +5 to such tasks derived from some combination of Attribute and Skill bonus.
+You know someone in town who has just the skills you are all looking for.
+They might be a farmer, willing to put you and the group up for the night, or someone who knows all the local rumours.
+If they have some special Skill, such as a weapon smith with a workshop, then they will have a total bonus of +5 to such tasks derived from some combination of Attribute and Skill bonus.
 
 The character in question cannot have any martial or magical Skills.
 
@@ -99,7 +101,7 @@ At the point a new character joins the group you can select one other player and
 \story{2}{I can talk to a guy who might be interested}
 You know a low-down thug, cutthroat, soldier, or sellsword who'd just love to join you for this one adventure for cheap or for a simple favour. They're a typical example of the race with an additional +1 to an Attribute and a +2 Combat bonus or Projectile bonus. Your contact also has 1 Skill at level 2 and one piece of armour, one weapon and one other piece of equipment. Each piece of equipment can be worth no more than 10 \gls{sp}.
 
-For example, your friend might be a human fighter with Strength +2, Speed 0, Dexterity 0, Intelligence 0, Wits -1, Charism 0, with the Skills of Combat +2 and Stealth +2. Their equipment might be Complete leather armour, a poleaxe and rations.
+For example, your friend might be a human fighter with Strength +2, Speed 0, Dexterity 0, Intelligence 0, Wits -1, Charism 0, with the Skills of Combat +2 and Stealth +2. Their equipment might be Complete leather armour, a pole axe and rations.
 
 The Story told might be one of once serving in a militia, or on the high seas. Perhaps you are a member of a thieves' guild and know another who'd be willing to help you out. Perhaps you simply have a family member who was once a sellsword.
 
@@ -160,7 +162,9 @@ A few go onto more dangerous jobs such as hunting ogres, tracking down criminal
 
 Some rare few have been known to strike deals with dragons to leave an area, or assassinate rogue alchemists who are powerful enough to keep themselves free from the reaches of any magical guild.
 
-In general, the more dangerous and skillfull the job, the higher the pay, so most of the Night Guard try not to do too well at their job.  They train in archery well, take a paycut in return for having more members in their group, and make sure nobody volunteers them for anything interesting.  Of course, a lot of the jobs one takes depends more upon a captain of the Guard than the grunts.
+In general, the more dangerous and skilful the job, the higher the pay, so most of the Night Guard try not to do too well at their job.
+They train in archery well, take a pay cut in return for having more members in their group, and make sure nobody volunteers them for anything interesting.
+Of course, a lot of the jobs one takes depends more upon a captain of the Guard than the grunts.
 
 \subsection{The Illusionists of the Bearded Mountains}
 
@@ -169,11 +173,13 @@ But that ``somehow'' never comes, and the monsters are coming up faster and fast
 Rumours abound of distant elves who might help, but those elves have their own problems.
 Meanwhile, the daily lives of the warrior-alchemists consists in setting and resetting various traps made of pitfalls, illusions and rope.  Each day the gnomes have to retreat farther from the deeps and closer to the Sun.
 
-Once each member of the group has expended three Story Points, an oppening comes to travel to the nearby elves, and beg for an army to save your homeland.
+Once each member of the group has expended three Story Points, an opening comes to travel to the nearby elves, and beg for an army to save your homeland.
 
 \subsection{The College of Alchemy}
 
-The characters are all alchemists in the service of the Alchemist's Guild in Eastlake.  The first part of the campaign involves high-school rivalries against other Clans in the guild such as stealing their homework, or vying for romantic attention.  Soon after, the characters begin proper guild missions, venturing out into the strange areas of the world where normal people will not tread.
+The characters are all alchemists in the service of the Alchemist's Guild in Eastlake.
+The first part of the campaign involves high-school rivalries against other Clans in the guild such as stealing their homework, or vying for romantic attention.
+Soon after, the characters begin proper guild missions, venturing out into the strange areas of the world where normal people will not tread.
 
 \end{multicols}