diff --git a/systems.tex b/systems.tex
index c6712b4872bdc974829bca4304661fa48ef90b58..f92327734b7ed01dc358013ee19b5d7fed5de062 100644
--- a/systems.tex
+++ b/systems.tex
@@ -65,23 +65,14 @@ Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
 \paragraph{Finding rumours} -- \roll{Charisma}{Empathy}, \tn[3].
 
 \label{magicidentification}
-\paragraph{Identifying magical items} -- \roll{Intelligence}{Academics}, \tn[10] (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
-Magical items which do not come with instructions often remain enigmas.
-
-A successful rolls allows someone to identify how to activate an item, but the roll requires a Margin of 2 to understand its effects.
-Therefore, rolling a 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
-
-\paragraph{Investigating a rumour} -- \roll{Charisma}{Vigilance}, \tn[14].
-
-\paragraph{Storytelling} -- \roll{Charisma}{Academics}, \tn[10].
+\paragraph{Identifying a famous magical item} -- \roll{Intelligence}{Academics}, \tn[12].
+Magical items do not darken people's doors often, but once they do, you had best get some educated advice.
 
 \subsection{Schemes \& Plots}
 
-\paragraph{Finding a hidden message in a book} -- \roll{Intelligence}{Vigilance} \tn[7], vs opponent's \roll{Intelligence}{Academics}.
-
-\paragraph{Forgery} -- \roll{Dexterity}{Academics}, \tn[8] for a signature (vs the interpreter's \roll{Wits}{Academics}).
+\paragraph{Finding a hidden message in a book} -- \roll{Intelligence}{Vigilance} \tn[7].
 
-\paragraph{Hide fast!} -- \roll{Wits}{Stealth}.
+The message-hider can set any \gls{tn}.
 
 \paragraph{Letter sealing} -- \roll{Dexterity}{Academics}, \tn[9].
 \label{letterSealing}
@@ -93,31 +84,10 @@ A tie indicates nothing special -- but of course opening the letter won't be qui
 
 Opening such a letter and resealing it properly requires an \roll{Intelligence}{Academics} roll, at \tn[14], plus the margin of whoever sealed the letter originally.
 
-\paragraph{Picking a lock} -- \roll{Intelligence}{Larceny}.
-The \gls{tn} varies from 10 to 18, depending upon the lock's complexity.
-\index{Lockpicking}
-A tie usually indicates that the lock breaks in an obvious manner.
-
-\paragraph{Quick thinking lies} -- \roll{Wits}{Deceit}, \tn[10].
-Success indicates the lie sounds plausible.
-A tie indicates the lie only sounds plausible until one thinks about it.
-
-\paragraph{Well planned lie} -- \roll{Intelligence}{Deceit}, \tn[7].
-A tie might indicate that the lie has become too convoluted, and the character has become trapped in additional premises.
-
 \subsection{Survival}
 
-\paragraph{Bandaging a wound} -- \roll{Wits}{Medicine} to stop someone bleeding, \tn[7] plus the Damage which caused the bleeding.
-\index{Bandages}%
-\index{Bleeding}%
-\label{bleeding}
-Each Margin stops 1 point.
-For example, someone stabs a man, inflicting 4 Damage, which then starts to bleed.
-This could cause 4 \glspl{fatigue} in bleeding, and is \gls{tn} ($7 + 4 = $) 11 to stop.
-A healer rolls a grand total of 12, which stops one point of bleeding, so the man only gains 3 \glspl{fatigue}.
-
 \paragraph{Black-Walking} -- \roll{Dexterity}{Caving}, \tn[8].
-Despite every caver insisting on good supplies, even if they have a good store of alcohol to light smoke-free lamps, even the experts will wind up in the dark sometimes.
+Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually.
 Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
 
 \paragraph{Building a shelter} -- \roll{Intelligence}{Wyldcrafting}, \tn[11].
@@ -127,10 +97,9 @@ A tie indicates that the shelter holds for a few hours, then collapses.
 
 \paragraph{Curing a poison} -- \roll{Wits}{Medicine}, \tn[10].
 
-Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
+Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
 Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
 
-
 \subsection{Town Activities}
 
 \paragraph{Judging services} -- \roll{Wits}{Empathy}, \tn[9].
@@ -182,8 +151,6 @@ This includes murder, crafting poisons, selling illegal items, et c.
 
 Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
 
-\paragraph{Snatch and run} -- \roll{Speed}{Larceny} \tn[7], vs the target's \roll{Speed}{Vigilance}.
-
 \subsection{Travel}
 
 \paragraph{Area knowledge } -- \roll{Intelligence}{Academics}.
@@ -202,10 +169,6 @@ Of course, these fast excursions from the path, to check out anything that happe
 \paragraph{Keeping watch over the camp through the night} -- \roll{Strength}{Vigilance}, \tn[7].
 Success inflicts 2 \glspl{fatigue} on the person keeping watch.
 
-Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination.
-
-Travelling characters make a single group roll to keep watch.
-
 \paragraph{Climbing} -- \roll{Speed}{Athletics}.
 
 \paragraph{Detect sloping passages} -- \roll{Wits}{Caving}.
@@ -248,26 +211,13 @@ A fire in the wrong place underground can easily choke everyone around to death,
 Of course, this provides an excellent weapon of war if one can do it properly.
 Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising.
 
-\paragraph{Planning the best climb up a mountain} -- \roll{Intelligence}{Athletics}.
-A successful roll can lower the \gls{tn} for others scaling a mountain equal to a third of the roll's Margin.
-
 \subsection{War \& Battery}
 
-\index{Ambushes}
-\paragraph{Planning an ambush} -- \roll{Intelligence}{Stealth}, \tn[10] for villages, 12 for a town, and 8 for a forest.
-Success indicates that everyone in the party can make a `Sneak Attack' roll.%
-\footnote{\nameref{sneakattack}, \autopageref{sneakattack}.}
-
 \paragraph{Calm an animal} -- \roll{Intelligence}{Wyldcrafting} vs animal's \roll{Wits}{Brawl}.
 
 \paragraph{Intimidating someone into backing off} -- \roll{Strength}{Deceit} vs the target's \roll{Strength}{Empathy}.
 \index{Intimidation}
 
-\paragraph{Planning an open battle} -- \roll{Intelligence}{Tactics}, \tn[7] vs opponent's \roll{Wits}{Tactics}.
-
-Success adds a number of \glspl{ap} equal to the tactician's Tactics Skill, to everyone on the tactician's side on the first round.
-A tie adds the \glspl{ap} to both sides.
-
 \paragraph{Planning a hidden route into a castle} -- \roll{Intelligence}{Stealth}.
 
 \paragraph{Scouting the forest for an enemy camp nearby} -- \roll{Speed}{Vigilance}, \tn[9] plus the enemy's \roll{Wits}{Vigilance}.
diff --git a/traits.tex b/traits.tex
index 7094c0b2c93402b92f50d1bd07e3b62b080dd5ec..1e26df88c7b4d37f2f57ba9e1b294d1f20f4694d 100644
--- a/traits.tex
+++ b/traits.tex
@@ -513,6 +513,9 @@ Theft, looting and arson all benefit from experience.
     covers picking locks, as someone has to understand the mechanism, without seeing it.
 
     Picking locks always requires equipment, but someone can always attempt to make materials out of items they have to-hand, if they don't mind a sharp penalty to the roll.
+
+    A tie generally indicates that the lock opens, but also breaks, leaving the entry obvious.
+
   \item[\roll{Charisma}{Larceny}]
     helps to create a distraction.
 \end{description}
@@ -779,12 +782,19 @@ It is practised by guards or the eternally paranoid.
 \begin{description}
   \item[\roll{Strength}{Vigilance}]
     lets one keep watch over a camp, despite a long day's march and a quiet fire.
+
+    Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination.
+
+    Travelling troupes make a single group roll to keep watch.
+
   \item[\roll{Dexterity}{Vigilance}]
     to feel out the right route in a lightless labyrinth.
   \item[\roll{Intelligence}{Vigilance}]
     to collect clues in a crime-scene.
   \item[\roll{Wits}{Vigilance}]
     to notice imminent danger.
+  \item[\roll{Charisma}{Vigilance}] (\tn[14])
+    investigating a rumour.
 \end{description}
 
 \ifodd\value{r4}