diff --git a/knacks.tex b/knacks.tex
index 572bf34c41417fc2fc4435a6818cf21bbedb5829..afedbf514ebdaedaf6c8e870a2a78b632a1cfd2d 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -19,7 +19,7 @@ Most people can pick up a couple of Knacks easily but further Knacks become prog
 
 The player can declare that super-human effort is being thrown into an action, and gain +1 Strength for a single action.
 
-Adrenaline surge can be used once each interval for each knack the character has, and no more than once a \gls{round}.
+Adrenaline surge can be used once each \gls{interval} for each knack the character has, and no more than once \pgls{round}.
 
 \subsubsection{Berserker}
 
@@ -164,18 +164,17 @@ A lot of spellcasters rely solely on this type of magic to cast spells, focussin
 \subsubsection{Vengeful}
 
 The caster's magic is fuelled by hatred and tenacity.
-If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective chosen casting Attribute Bonus until the end of the interval.
+If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective chosen casting Attribute Bonus until the end of the \gls{interval}.
 If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have.
 
-For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
+For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fire spells and a +2 bonus to the Damage inflicted by such spells.
 When they are later struck again and go down to 1 \gls{hp} then they gain a +3 bonus to such spells and a +3 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 interval and can reactivate only once the mage has lost further \glspl{hp}.
+It lasts only until the end of the \gls{interval} and can reactivate only once the mage has lost further \glspl{hp}.
 
-The Knack might also be used when a member of the troupe has died, or when someone the character has spent \pgls{storypoint} on has been killed.%
-\exRef{stories}{Stories}{stories}
+The Knack might also be used when a \gls{pc} or member of \pgls{characterPool} has been killed.
 
 \end{multicols}
 
@@ -192,12 +191,15 @@ For each Knack the player has, they may select a new chosen enemy, so those with
 
 Possible enemies include: forest beasts, bandits, underground creatures, undead, goblinoids, nobles, and witches.
 
+The character must have witnessed this creature in combat multiple times, although this can be justified by spending \pgls{storypoint}.
+\exRef{stories}{Stories}{stories}
+
 Chosen enemies never `stack', so an undead forest creature only counts as one chosen enemy.
 
 \subsubsection{Fast Healer}
 
 The character regenerates unusually fast.
-Any interval which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1 \glspl{mp}.
+Any \gls{interval} which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1 \glspl{mp}.
 
 Armour blocks the \gls{mp} regeneration, as usual.