diff --git a/traits.tex b/traits.tex
index 2ea4523897969b6a6bbeaf787c6e52d41420372d..d4b2cb185e10d8ad5fc563659ac980a797f88586 100644
--- a/traits.tex
+++ b/traits.tex
@@ -870,12 +870,12 @@ In calmer settings, wyldcrafting covers all the activities involved in farming -
 
 \noindent
 Each of the \glspl{pc}, and some of the \glspl{npc} have a destiny.
-However, destiny has a limite supply, so \glspl{pc} had best not rely on it.
+However, destiny has a limited supply, so \glspl{pc} had best not rely on it.
 
 \input{config/rules/fate.tex}
 
 \Glspl{fp} provide much of the game's narrative flow, as \glspl{pc} encounter near-misses, then damage, and decide to run away as they're completely `out of luck'.
-Soon after, they remain wounded, but their `luck as returned', and they can press-on, despite retaining a serious injury.
+Soon after, they remain wounded, but their `luck has returned', and they can press-on, despite retaining a serious injury.
 
 Losing \glspl{fp} can mean any number of things.
 \Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch.
@@ -899,7 +899,7 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too
 
 \input{config/rules/fatigue.tex}
 
-\Glspl{fp} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, which results in a -2 penalty to all actions.
+\Glspl{fatigue} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, which results in a -2 penalty to all actions.
 
 \begin{boxtable}[lllllllllX]
 
@@ -939,7 +939,7 @@ If the character is accruing \glspl{fatigue} from running or wrestling, they wou
 \Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others.
 
 \paragraph{Marching} inflicts \pglspl{fatigue} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1 \gls{fatigue} every 2 miles).
-Since characters recover half their \glspl{fatigue} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{hp} over an afternoon's rest, and repeat that over the evening and night.
+Since characters recover half their \glspl{fatigue} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{fatigue} over an afternoon's rest, and repeat that over the evening and night.
 That leaves characters marching a number of miles equal to their \glspl{hp} each day, without accruing \glspl{fatigue}, or double their \glspl{hp} when walking on a road.
 
 Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{fatigue} penalties stop them walking.