diff --git a/appendix.tex b/appendix.tex
index ff386364b081f636bc78209748f2690e4940bab7..df6276091de84b293767744b40d2e02f5f84ad5f 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -32,7 +32,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 	\item
 	Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.
 	\item
-	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \glspl{sp} instead of \glspl{cp}.
+	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all Skills.
 	\item
 	Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.
 	\item
diff --git a/knacks.tex b/knacks.tex
index 306b90c86f31ce9a961372b18219e708f64a31f8..e1964df1fc9718031283c703c03dfa3adfeeb5a3 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -41,7 +41,7 @@ Any time the character reduces an opponent below 1 \gls{hp}, they can immediatel
 
 This knack can only be used with missile weapons if enemies are standing behind each other.
 \iftoggle{verbose}{%
-	If Adrenaline Surge is active, it remains active throughout each attack.
+  If Adrenaline Surge is active, it remains active throughout each attack.
 }{}
 
 \subsubsection{Disarm}
diff --git a/rules.tex b/rules.tex
index 1e7bc3bf4ee40aff4df9c2861c95f1bb03428ac2..e4da92f6e22ebedfe8516922b5c5ce2289b03e7a 100644
--- a/rules.tex
+++ b/rules.tex
@@ -689,11 +689,10 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe
 
 \subsubsection{Starting Money}
 
-The amount of bare money a character starts out with depends upon social class, which is indicated by their Skills.
-Starting money is $3D6-5$\gls{cp}.
-Finally, characters with Academics times this result by 100 (effectively giving them \glspl{sp} instead of \glspl{cp}).
+The amount of bare money a character starts out with depends upon their Skills.
+Starting money is $3D6-5$\gls{cp}, which doubles for every dot the characters has in a Skill.
 
-For example, a character with Academics 1 and Tactics 1 might roll a 7.
+For example, a character with Academics 1 and Tactics 1 might roll a total of 7.
 $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 
 \iftoggle{verbose}{
diff --git a/story/equipment.tex b/story/equipment.tex
index eff9bf7a6c0aace936151a038a7f7d935668a88d..cfdeef4f5d5a42c119dc79cdb96d3ec900a50fa4 100644
--- a/story/equipment.tex
+++ b/story/equipment.tex
@@ -1,12 +1,11 @@
-	\begin{exampletext}
+  \begin{exampletext}
 
-		Sean now only needs his starting equipment.
-		We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill.
-		The Combat Skill, Empathy and Performance let him start with 3 items in total.
-		We'll start with some shiny Partial chainmail and a longsword so he can fight.
-		His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later.
+    Sean now only needs his starting equipment.
+    We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill.
+    The Combat Skill, Empathy and Performance let him start with 3 items in total.
+    We'll start with some shiny Partial chainmail and a longsword so he can fight.
+    His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later.
 
-		Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with 4.
-
-	\end{exampletext}
+  Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 24\glspl{cp}.
 
+\end{exampletext}