From 5ea9741a6378e4e1f38dc2e565e90aa741310d4b Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Mon, 18 Jul 2022 04:32:52 +0200
Subject: [PATCH] make fatigue glos reference

---
 cc.tex      | 12 ++++++------
 combat.tex  | 47 ++++++++++++++++++++++++-----------------------
 gm.tex      | 15 ++++++++-------
 knacks.tex  |  4 ++--
 rules.tex   |  4 ++--
 spheres.tex | 29 +++++++++++++++--------------
 6 files changed, 57 insertions(+), 54 deletions(-)

diff --git a/cc.tex b/cc.tex
index f6e18eb2..bff761fe 100644
--- a/cc.tex
+++ b/cc.tex
@@ -98,11 +98,11 @@ Each race also has a special ability or two.
 
 \paragraph{Dwarves}
 are taciturn, and so cannot spend \glspl{storypoint} within the first two sessions.
-Their tenacity also allows them to endure 2 more Fatigue Points than other races before penalties accrue.
-Dwarves suffer only half the usual Damage of Fatigue Points from poisons (but not venom).
+Their tenacity also allows them to endure 2 more \glspl{fatigue} than other races before penalties accrue.
+Dwarves suffer only half the usual Damage of \glspl{fatigue} from poisons (but not venom).
 
 \paragraph{Elves}
-suffer no Fatigue Points from natural weather conditions such as heavy sunlight or snow.
+suffer no \glspl{fatigue} from natural weather conditions such as heavy sunlight or snow.
 They also gain an additional 10 \glspl{xp} at character creation, but gain no \glspl{xp} for spending their initial 5 \glspl{storypoint}.
 
 \paragraph{Gnolls}
@@ -117,7 +117,7 @@ Gnomes don't go out much, so they begin with only 3 \glspl{storypoint}.
 However, whenever they spend their last \gls{storypoint}, they may flip a coin; if they win then two \glspl{storypoint} return.
 
 \paragraph{Humans}
-suffer only half the usual Fatigue from travel.
+suffer only half the usual \glspl{fatigue} from travel.
 }
 
 \end{multicols}
@@ -384,8 +384,8 @@ Commonly, Empathy is used to spot lies when paired with Wits. Humans are famousl
 \subsection{Medicine*}
 
 Medicine is a primitive but effective art, regrettably full of nonsense and superstition, but mandatory when it comes to keeping someone with a serious wound alive.
-The Wits Attribute will allow someone to quickly patch up a bleeding wound, cutting or reducing the number of Fatigue points the bleeding character would otherwise have received.%
-\footnote{Fatigue is covered later, on page \pageref{fatigue}.}
+The Wits Attribute will allow someone to quickly patch up a bleeding wound, cutting or reducing the number of \glspl{fatigue} the bleeding character would otherwise have received.%
+\footnote{We cover \glspl{fatigue} later, on page \pageref{fatigue}.}
 Intelligence is used for creating poisons, or healing the effects of a bad meal.
 
 \paragraph{Specialisations} include bleeding, poisons, narcotics, bones, fatigue and burns.
diff --git a/combat.tex b/combat.tex
index 518c42d7..db079853 100644
--- a/combat.tex
+++ b/combat.tex
@@ -526,7 +526,8 @@ All armour has a \gls{weightrating}, just like any other item.
 The \gls{weightrating} above are for Partial Armour.
 If anyone wears Complete armour the Weight is increased by 1, so Complete chain armour which comes past the knees, has a helmet and uses arm-guards, would have a \gls{weightrating} of 2.
 
-Armour also inflicts Fatigue very quickly, as mentioned above. Wearing armour in battle is a great idea, but characters attempting to sprint in full plate will find themselves unable to run before long.
+Armour also inflicts \glspl{fatigue} quickly, as mentioned above.
+Wearing armour in battle is a great idea, but characters attempting to sprint in full plate will find themselves unable to run before long.
 
 \subsubsection{Stacking}
 
@@ -607,7 +608,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 
 \newcommand{\fatiguechart}{
 
-	\begin{tcolorbox}[title={Fatigue Chart},tabularx={lX},bottom=10pt,top=10pt]
+	\begin{tcolorbox}[title={\gls{fatigue} Chart},tabularx={lX},bottom=10pt,top=10pt]
 		\textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline
 
 		Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\
@@ -642,27 +643,27 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
 	\Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\
-	\multicolumn{10}{l}{Fatigue Points} \\
+	\multicolumn{10}{l}{\glspl{fatigue}} \\
 	\XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\
 	\multicolumn{10}{l}{Penalty: 0} \\
 	
 \end{tcolorbox}
 
-Below the character's \gls{hp} bar are spaces for Fatigue Points to be gained.
-Once the character has more Fatigue Points than their current \glspl{hp}, they take a -1 penalty for every Fatigue Point in excess of their \glspl{hp}.
+Below the character's \gls{hp} bar are spaces for \glspl{fatigue} to be gained.
+Once the character has more \glspl{fatigue} than their current \glspl{hp}, they take a -1 penalty for every \gls{fatigue} in excess of their \glspl{hp}.
 
 \begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
 	\Square & \Square & \Square & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square \\
-	\multicolumn{10}{l}{Fatigue Points} \\
+	\multicolumn{10}{l}{\glspl{fatigue}} \\
 	\XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square \\
 	\multicolumn{10}{l}{Penalty: 1} \\
 	
 \end{tcolorbox}
 
-This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 Fatigue Points, and then gains a -2 penalty to all actions.
+This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, and then gains a -2 penalty to all actions.
 But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again.
 
 \begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
@@ -670,16 +671,16 @@ But it might also occur because the character has 4 \glspl{fatigue} and then Dam
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
 	\Square & \Square & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square \\
-	\multicolumn{10}{l}{Fatigue Points} \\
+	\multicolumn{10}{l}{\glspl{fatigue}} \\
 	\XBox & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square \\
 	\multicolumn{10}{l}{Penalty: 3} \\
 	
 \end{tcolorbox}
 
 Characters may reach a maximum penalty of -5 due to \glspl{fatigue}, after which they fall unconscious.
-If the character is accruing Fatigue Points from running or wrestling, they would normally simply pass out at this point, but if they are gaining Fatigue from swimming or bleeding, the character will almost certainly just die.
+If the character is accruing \glspl{fatigue} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{fatigue} swimming or bleeding, the character will almost certainly just die.
 
-Fatigue Points cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run.
+\Glspl{fatigue} cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run.
 
 \begin{figure*}[t]
 	\fatiguechart
@@ -692,19 +693,18 @@ Armour also inflicts a number of \glspl{fatigue} equal to its \gls{weightrating}
 
 \iftoggle{verbose}{%
 
-	Fatigue is gained extremely quickly, for all manner of reasons.
+	\Glspl{fatigue} gained extremely quickly, for all manner of reasons.
 	However, it is only applied at the end of the scene.
 	Running, fighting, and jumping generate a lot of adrenaline, which keeps any tiredness at bay while the action is on.
-	The real danger in Fatigue is persistent action, when characters have no chance to recover from a previous battle.
+	The real danger in \glspl{fatigue} is persistent action, when characters have no chance to recover from a previous battle.
 
 }{
-
-	Fatigue can only be gained at the end of a scene.
+	\Glspl{fatigue} can only be gained at the end of a scene.
 }
 
 \subsubsection{The Skill Discount}
 
-Characters can use skills as a sort of `\gls{dr}' against Fatigue.
+Characters can use skills as a sort of `\gls{dr}' against \glspl{fatigue}.
 3 \glspl{round} of combat inflicts 3 \glspl{fatigue}, but someone with Combat 1 can ignore 1 \gls{fatigue} which comes from fighting in the first round of combat.%
 \footnote{Skills never help \glspl{fatigue} gained due to carrying heavy items.}
 Athletics curbs \glspl{fatigue} accumulated through running, Survival curbs \glspl{fatigue} gained through marching, and so on.
@@ -714,15 +714,15 @@ Athletics curbs \glspl{fatigue} accumulated through running, Survival curbs \gls
 \Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness.
 
 \paragraph{Bleeding} occurs when a character has lost \glspl{hp} to piercing or slashing weapons.
-They then gain Fatigue Points equal to the number of \glspl{hp} lost.
-These Fatigue Points are marked with a `$B$' instead of the usual dash across a box and are healed at a rate of one per day rather than the usual, faster rate.
+They then gain \glspl{fatigue} equal to the number of \glspl{hp} lost.
+These \glspl{fatigue} are marked with a `$B$' instead of the usual dash across a box and are healed at a rate of one per day rather than the usual, faster rate.
 If the bleeding is not stopped, the character should bleed for the same number of points minus one on the next scene until they are dead or the bleeding has stopped on its own.
-The \gls{tn} to stop the bleeding is always 6 plus the number of Fatigue Points being lost on the current scene.
+The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue} being lost on the current scene.
 
 \paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to return home.
 
 \paragraph{Starvation} is another special case.
-Fatigue inflicted from starvation is marked with an `$S$', and each of these points only heal once the character has had a full meal.
+\glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal.
 
 \subsection{Healing Fatigue}
 \index{Resting}
@@ -732,7 +732,7 @@ When the party take any part of the day to rest, they can heal a number of \glsp
 
 \iftoggle{verbose}{
 
-	In most cases, Fatigue Points will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances.
+	In most cases, \glspl{fatigue} will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances.
 	However, persistent battles, sprints, and poisons can quickly incapacitate the most seasoned warriors.
 
 
@@ -835,11 +835,11 @@ If they've already moved this \gls{round}, they have to wait until the next \gls
 
 \subsection{Manoeuvres}
 
-\subsubsection[Brawling: Make a normal attack roll, but any attack with a Margin less than 5 only inflicts Fatigue rather than Damage]{Brawling}
+\subsubsection[Brawling: Make a normal attack roll, but any attack with a Margin less than 5 only inflicts \glspl{fatigue} rather than Damage]{Brawling}
 \index{Combat!Brawling}
 \index{Brawling}
 
-Punches and kicks all use the Combat bonus. Such attacks inflict Fatigue Damage. Everyone gains a \gls{dr} against Brawling Damage equal to their Strength Bonus, which stacks with armour (\gls{dr} cannot be negative). This counts as Complete armour, so hitting someone in Partial chainmail with a \gls{tn} of 8 and a Strength of +1 would mean they have a total \gls{dr} of 6. However, an attack score of 11 would mean that the Partial armour's \gls{dr} could be ignored, leaving only a \gls{dr} of 1. An attack score of 13 would ignore both types of \gls{dr}, leaving nothing at all. Attacks which bypass a body's natural armour count as normal Damage as such attacks might hit vulnerable locations such as the eyes or crotch or twist an opponent's arm till breaking point.
+Punches and kicks all use the Combat bonus. Such attacks inflict \glspl{fatigue}. Everyone gains a \gls{dr} against Brawling Damage equal to their Strength Bonus, which stacks with armour (\gls{dr} cannot be negative). This counts as Complete armour, so hitting someone in Partial chainmail with a \gls{tn} of 8 and a Strength of +1 would mean they have a total \gls{dr} of 6. However, an attack score of 11 would mean that the Partial armour's \gls{dr} could be ignored, leaving only a \gls{dr} of 1. An attack score of 13 would ignore both types of \gls{dr}, leaving nothing at all. Attacks which bypass a body's natural armour count as normal Damage as such attacks might hit vulnerable locations such as the eyes or crotch or twist an opponent's arm till breaking point.
 
 \subsubsection[Blind Rage: You can mitigate an enemy's weapon bonus to Evasion, but they can make an attack against you as a Quick Action]{Blind Rage}\label{blindrage}
 
@@ -1165,7 +1165,8 @@ Characters running through forests might encounter a marshy area, a stream, dens
 Those crossing plains might find a random encounter in their path, then a copse of trees.
 Those running up a mountain could find an area of loose rocks where the ground slides away from under their feet, a narrowing path upwards as rocky walls envelop them and then a misty lake covered in low-lying cloud.
 
-Each area covered also inflicts 1 Fatigue Point in addition to any for wearing armour or for Encumbrance Points. These Fatigue Points are applied after every roll rather than waiting until the end of the scene.
+Each area covered also inflicts 1 \gls{fatigue} in addition to any for wearing armour or for Encumbrance Points.
+These \glspl{fatigue} are applied after every roll rather than waiting until the end of the scene.
 
 Players are encouraged to suggest Skills which might help. While running away from a band of guards, a character could use the Stealth Skill, quickly dipping into an alleyway to hide. When jumping around a busy area of town, the character might leap over a moving cart to gain some headway. Characters can, with \gls{gm} permission, use their Skills to aid an entire group. The Stealth Skill, in particular, might be used to aid the entire party to hide by finding the right spot. The Empathy Skill might be used to quickly convince farmers to hide the characters.
 
diff --git a/gm.tex b/gm.tex
index c940b8a1..2de62b8a 100644
--- a/gm.tex
+++ b/gm.tex
@@ -25,7 +25,7 @@ Don't worry about the players' Initiative -- they'll keep track of their own cha
 Coins should also be used when assigning the Combat Skill.
 The character sheets contain a large space in the middle where players can add bonuses to their Combat Factors rather than attempting to remember where everything was placed.
 
-Coins can even be used to keep track of \gls{fp} and Fatigue Points as they change so often.
+Coins can even be used to keep track of \gls{fp} and \glspl{fatigue} as they change so often.
 It'll help cut down on wear to the character sheet.
 
 \subsection{Tracking Information}
@@ -441,7 +441,8 @@ As a result, they automatically have a \gls{dr} of 2 which stacks with armour in
 \footnote{See page \pageref{stackingarmour}.}
 This counts as Complete armour, but not Perfect -- shots through their eyes or attacks which sever muscles still debilitate them.
 
-The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without complaint.
+The undead do not tire -- they take no \glspl{fatigue}.
+They can walk or dig or fight endlessly, without complaint.
 They enjoy feeding on souls, but it is not required for them to continue moving.
 Each has an Aggression score of +2.
 
@@ -670,7 +671,7 @@ In this way, the entire group should have a constant maximum number of points th
 
 \subsubsection{Dismemberment}
 
-If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 Fatigue Points from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time.
+If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 \glspl{fatigue} from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time.
 
 
 \subsection{\Glsentrytext{pc} Creation}
@@ -766,17 +767,17 @@ This requires equipment, such as moulds, and a long night.
 
 \paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4.
 
-Each Margin inflicts 1 Fatigue Point on the target by the end of the scene.
+Each Margin inflicts 1 \gls{fatigue} on the target by the end of the scene.
 
 \paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, TN 7 plus the Damage which caused the bleeding.
 Each Margin stops 1 point.
 For example, someone stabs a man, inflicting 4 Damage, which then starts to bleed.
-This could cause 4 Fatigue Points in bleeding, and is 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 Points in Fatigue.
+This could cause 4 \glspl{fatigue} in bleeding, and is 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{Curing a poison} -- Wits + Medicine, TN 10.
 
-Each margin cures 1 Fatigue Point caused by poison by the end of the scene.
+Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene.
 
 \subsection{Larceny}
 
diff --git a/knacks.tex b/knacks.tex
index dc04f1a4..242e1b99 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -189,7 +189,7 @@ For example, if someone were using a cudgel (which comes with the in-built Knack
 
 \subsubsection{Unstoppable}
 
-The character does not fall incapacitated when falling below 1 \gls{hp} they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 \gls{hp}, in addition to any Fatigue Point penalties.
+The character does not fall incapacitated when falling below 1 \gls{hp} they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 \gls{hp}, in addition to any \gls{fatigue} penalties.
 Once combat ends, they fall unconscious.
 Each time they suffer further Damage a new Vitality Check is made.
 
@@ -287,7 +287,7 @@ Characters who wish to swap out a chosen enemy can remove one any time, but can
 
 \subsubsection{Fast Healer}
 
-You regenerate unusually fast. Any scene which you end with a rest allows you to heal 2 additional Fatigue Points and 2MP.
+You regenerate unusually fast. Any scene which you end with a rest allows you to heal 2 additional \glspl{fatigue} and 2MP.
 
 \subsubsection{Hardened}
 
diff --git a/rules.tex b/rules.tex
index ffbfb403..30546c73 100644
--- a/rules.tex
+++ b/rules.tex
@@ -526,7 +526,7 @@ Items work similarly, with \gls{weightrating} between -4 (for very light items),
 
 If an item's \gls{weightrating} is equal or below your character's Strength, you can lift it easily.
 However, if the items has a greater \gls{weightrating} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus.
-Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your Fatigue each Scene.
+Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} each Scene.
 
 Characters can carry items with a maximum \gls{weightrating} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater.  Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled.
 
@@ -714,7 +714,7 @@ These areas are broadly there for rests -- anyone resting for one of these perio
 \index{Travel}
 happens just as fast as players like.
 If they want to march 10 miles in a morning, they can -- they have no hard limit.
-Of course after 10 miles, they will have 10 Fatigue points (except humans, who will have 5), and have to stop for a rest.
+Of course after 10 miles, they will have 10 \glspl{fatigue} (except humans, who will have 5), and have to stop for a rest.
 
 \subsubsection{Adventure}
 
diff --git a/spheres.tex b/spheres.tex
index 8d616fc7..374b4a02 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -76,7 +76,7 @@ The caster has various options for how the spell grows the plants:
 \paragraph{Edible} plants produce a number of meals equal to the spell's level plus the caster's Intelligence Bonus.
 \textit{Wide} spells produce the same amount of food times the spell's level, plus the caster's Wits Bonus.
 
-\paragraph{Poisonous} plants taste the same as the edible plants, but inflict a number of Fatigue Points when ingested equal to the spell's level plus the caster's Wits times 2.\footnote{$(L + Wts)\times 2$}
+\paragraph{Poisonous} plants taste the same as the edible plants, but inflict a number of \glspl{fatigue} when ingested equal to the spell's level plus the caster's Wits times 2.\footnote{$(L + Wts)\times 2$}
 
 \paragraph{Wildform} plants are just plants with any shape the caster desires.
 They might grow into the form of a chair, or even a house if the spell is large enough.
@@ -85,7 +85,8 @@ Anything is plausible if a plant could be carved into the right space.
 \spell{Freezing Touch}{Continuous}{Survival}{Turn water to ice or freeze someone's body}\\
 The mage can freeze solid any body of water, or even damage people by cooling their body.
 
-If cast on a person, they take \arabic{spelllevel} Fatigue Points plus the caster's Intelligence Bonus.\footnote{The elvish natural immunity to cold does nothing to prevent this damage.}
+If cast on a person, they take \arabic{spelllevel} \glspl{fatigue} plus the caster's Intelligence Bonus.%
+\footnote{The elvish natural immunity to cold does nothing to prevent this damage.}
 Exactly how effective this is depends a lot on how tired the target already is.
 
 Bodies of water freeze over the moment the spell is finished.
@@ -230,7 +231,7 @@ Those with Perfect armour receive no Damage.
 Other varieties of the same spell might include summoning boiling water, or tiny flecks of lava.
 Alchemists think of each as individual spells, and divine casters may have a different prayer for each substance, but mechanically, they are all one spell.
 
-\spell{Choking Fog}{Continuous}{Survival}{Create noxious gas which causes Fatigue}\\
+\spell{Choking Fog}{Continuous}{Survival}{Create noxious gas which inflicts \glspl{fatigue}.}\\
 deals a number of \glspl{fatigue} equal to the spell's level plus the caster's Intelligence Bonus.
 Anyone can avoid breathing in the fog if they were already Keeping Edgy.
 Targets receive the \glspl{fatigue} at the end of the round.
@@ -442,9 +443,9 @@ The caster and target make a resisted roll: the caster uses their Intelligence +
 
 The \gls{gm} should make this roll for players, in secret. The target gains a bonus to resist (or the caster takes a penalty) if the illusion is particularly unbelievable (such as a bizarre object or an unexplained dragon). Targets also gain a penalty to resist if they suspect that magic is being used to trick them, which often becomes obvious if lots of people around are insisting that rats are not in fact biting off their toes.
 
-Such mental illusions can inflict Fatigue Points instead of damage, as people's mind creates the damage they expect.
-The maximum number of Fatigue points inflicted is equal to the spell's level plus the caster's Intelligence Bonus and multiple castings allow the Fatigue Points to stack up.
-These Fatigue Points are healed as normal.
+Such mental illusions can inflict \glspl{fatigue} instead of damage, as people's mind creates the damage they expect.
+The maximum number of \glspl{fatigue} inflicted is equal to the spell's level plus the caster's Intelligence Bonus and multiple castings allow the \glspl{fatigue} to stack up.
+Characters heal these \glspl{fatigue} as normal.
 The player may be told that this is Damage, but the \gls{gm} should keep track of it separately to ensure that all the Damage is properly converted once the spell ends.
 
 \spelllevel
@@ -688,7 +689,7 @@ Therefore, a mage with Intelligence +2 using the third level of the Force sphere
 
 \spell{Telekinetic Fist}{Continuous}{Combat}{Improve unarmed combat damage, gaining an effective Strength of $2 + Int$}\\
 The mage uses powerful telekinetic blasts to hold and crumple targets in close combat.
-Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points.
+Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting \glspl{fatigue}.
 For the purposes of these attacks, the caster counts as having a Strength Bonus equal to the level of the Force sphere being used, plus the caster's Intelligence Bonus.
 For example, someone employing the third level of the Force sphere with Intelligence +3 would count as having +6 Strength, and would inflict $2D6+2$ Damage with unarmed attacks.
 
@@ -760,13 +761,13 @@ Armour does not block Damage going onto \gls{SP} -- the character simply subtrac
 \spell{Telekinetic Grasp}{Continuous}{Combat}{Wrestle a target down with psychic force}\\
 Force mages can wrestle with people from afar using telekinesis. One major advantage with this sort of wrestling is that the mage does not risk being hit back as they can cast the spell from afar. As per the Grappling rules, the mage first makes a roll to capture the target; they roll Intelligence and Combat while the target resists with their current Evasion Factor. Targets can literally feel the force of the mage's mind around them, often described as a hundred tiny, invisible hands or the feeling of an invisible wave. This force can be parried and pushed back like any normal weapon, so targets can use their full Evasion Factor, including bonuses from using a weapon.
 
-If the spell is successful, it inflicts no Damage nor Fatigue Points, but the target counts as carrying an item with a \gls{weightrating} equal to the level of the Force sphere being used.
+If the spell is successful, it inflicts no Damage nor \glspl{fatigue}, but the target counts as carrying an item with a \gls{weightrating} equal to the level of the Force sphere being used.
 
 For example, a mage using Force level 2, with Intelligence +1 and a Combat Skill of +1, could cast Telekinetic Grasp on a gnome.
 The gnome adds their Evasion Factor to the basic \gls{tn} of 7 and then the mage resists this with their Intelligence Bonus plus Combat Skill.
 If successful, the gnome would count as carrying an item with a \gls{weightrating} of 2.
 Assuming this gnome has the usual Strength Bonus of -2, they would then receive a -4 penalty to their effective Speed Bonus.
-Their Initiative Score would suffer and they would accrue additional Fatigue Points each time they attempted to run or fight due to the added \gls{weightrating}.
+Their Initiative Score would suffer and they would accrue additional \glspl{fatigue} each time they attempted to run or fight due to the added \gls{weightrating}.
 
 When cast over a full area, all are effected, and movement becomes extremely difficult.
 
@@ -951,17 +952,17 @@ Students of Necromancy often begin their journey by stopping food from degrading
 This spell gives a sort of `half-life' to rot, such that any foods, corpses, or anything else affected slow their own ageing process incrementally.
 They're not sustained in perfect condition forever, but never quite reach an entirely spoiled stage.
 
-\spell{Torpor}{Continuous}{Medicine}{Make the target enter a semi-death state, ignoring Fatigue and gaining \gls{dr} 1}\\
+\spell{Torpor}{Continuous}{Medicine}{Make the target enter a semi-death state, ignoring \glspl{fatigue} and gaining \gls{dr} 1}\\
 The target enters an altered state of semi-death.
-They ignore all Fatigue Point penalties (but can still become suddenly unconscious if the Fatigue Point penalty ever reaches -5).
+They ignore all \gls{fatigue} penalties (but can still become suddenly unconscious if the \gls{fatigue} penalty ever reaches -5).
 They gain a natural \gls{dr} of 1.
 While this spell is active, no undead will be able to feed from them and most will therefore not wish to attack them.
 While this spell is active, the target suffers a -2 penalty to all Charisma checks, though this does not affect \glspl{fp}.
 
 This caster rolls Intelligence + Medicine at \gls{tn} 7 to activate this spell.
 While the spell is in effect they suffer no ill effects from \glspl{fatigue} but cannot heal either \glspl{fatigue} or \glspl{hp}.
-Once the spell is over, the mage often comes crashing down, collapsing from the weight of the awful things they have done to their body while immune to Fatigue.
-The caster faces a real danger of death if ever they gain enough \glspl{fatigue} to push them over a -5 penalty; they may not gain the penalty but must make a Vitality Check to avoid death and then make another roll each time they gain Fatigue.
+Once the spell is over, the mage often comes crashing down, collapsing from the weight of the awful things they have done to their body while immune to \gls{fatigue} penalties.
+The caster faces a real danger of death if ever they gain enough \glspl{fatigue} to push them over a -5 penalty; they may not gain the penalty but must make a Vitality Check to avoid death and then make another roll each time they gain \glspl{fatigue}.
 
 \iftoggle{verbose}{
 	\pic{Studio_DA/fire_form}{\label{da:fire}}
@@ -969,7 +970,7 @@ The caster faces a real danger of death if ever they gain enough \glspl{fatigue}
 
 \spelllevel
 
-\spell{Soul Sight}{Instant}{Medicine}{Make the target enter a semi-death state, ignoring Fatigue and gaining \gls{dr} 1}\\
+\spell{Soul Sight}{Instant}{Medicine}{Make the target enter a semi-death state, ignoring \glspl{fatigue} penalties and gaining \gls{dr} 2}\\
 
 The target can gain the special sight of the undead (in addition to their normal vision).
 They can now see all living things, even in the darkness.
-- 
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