diff --git a/combat.tex b/combat.tex
index 69e17e3796d0a8347c136663026a49036cc0b908..b35455ec4d77241f5b081284efddbbb13ca038f4 100644
--- a/combat.tex
+++ b/combat.tex
@@ -166,6 +166,29 @@ lets the character travel up to 3 steps plus their Athletics Skill.
 requires 1~\gls{ap} if any player tells another to act, stop, or guard them.
 During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital.
 
+\subsection{\glsentrylongpl{fp}}
+\label{fate_points}
+\index{Fate Points}
+
+\noindent
+Each of the \glspl{pc}, and some of the \glspl{npc} have a destiny.
+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 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.
+
+\Glspl{pc} begin with a full allotment of \glspl{fp}, while \glspl{npc} start with none.
+However, everyone (including \glspl{npc} present in the scene) regains $1D6$ \glspl{fp} at the end of each \gls{interval}.%
+\footnote{See \autopageref{intervals} for more on \glspl{interval}.}
+
+\Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
+Character who can survive a dozen archers through luck can still become exhausted, or punched in the gut and dragged away.
+
 \end{multicols}
 
 \widePic[t]{Roch_Hercka/cave_fight}
diff --git a/traits.tex b/traits.tex
index cb953e63676427b24b94fb8275345f8202e05d0a..65070f36b33ef66cbf02dbfdf0c1f4e51385fc01 100644
--- a/traits.tex
+++ b/traits.tex
@@ -898,33 +898,6 @@ In calmer settings, wyldcrafting covers all the activities involved in farming -
 
 \end{multicols}
 
-\section{\glsentrylongpl{fp}}
-\label{fate_points}
-\index{Fate Points}
-
-\begin{multicols}{2}
-
-\noindent
-Each of the \glspl{pc}, and some of the \glspl{npc} have a destiny.
-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 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.
-
-\Glspl{pc} begin with a full allotment of \glspl{fp}, while \glspl{npc} start with none.
-However, everyone (including \glspl{npc} present in the scene) regains $1D6$ \glspl{fp} at the end of each \gls{interval}.%
-\footnote{See \autopageref{intervals} for more on \glspl{interval}.}
-
-\Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
-Character who can survive a dozen archers through luck can still become exhausted, or punched in the gut and dragged away.
-
-\end{multicols}
-
 \section{\Glsfmtlongpl{ep}}
 
 \begin{multicols}{2}