diff --git a/actions.tex b/actions.tex
index 54d802f20025628e82fb78106b6bc9eb985850b7..fb233503e8f48c004a4f992ac5e1b0162ea366e1 100644
--- a/actions.tex
+++ b/actions.tex
@@ -249,37 +249,70 @@ Characters cannot roll dice for a different result unless the situation has chan
 
 \end{multicols}
 
-\section{Weight \& Encumbrance}
-\index{Weight}
-\index{Encumbrance}
+\section{\Glsfmttext{weight}}
 \label{weight}
+\index{Encumbrance}
 
 \begin{multicols}{2}
 
-\noindent
-We measure weight in broad terms, just in case characters need to lift a wounded companion (or corpse), or try to put thirty shortswords in the backpack.
-Players should take care to note how much their character carries any time they pick up another item.
+\noindent%
+Everything in the game has \pgls{weight}, and when characters carry more than they should, ever point in excess inflicts a Penalty to all actions.
+
+\subsubsection{On the Back}
+Characters can hold a total \gls{weight} equal to their current \glspl{hp} without Penalty.
+After that, every spare shortsword, quiver, and cheese-wheel increases the Penalty by its own \gls{weight}.
 
-\input{config/rules/weight.tex}
+\index{Backpacks}
+\begin{exampletext}
+  Skidvein has an impressive +3 Strength Bonus, and the Knack `Unstoppable', giving him 11~\glspl{hp} in total.
+  He decided to wear complete leather armour (2), take a longsword (3), then stuff his backpack with three days' worth of food (3), and a small tent (1).
 
-The increased weight from carrying an object in one hand generally makes dual-wielding axes about as practical as sprinting with a human sitting on your shoulders.
+  His companions decided he could add their larger tent (3), medical supplies (1), and bagpipes (2).
+  The \gls{weight} of 15 puts him well over his 11~\glspl{hp}, so the penalty is -4.
 
-\subsubsection{Encumbrance}
-\index{Encumbrance}
+  However, if a fight breaks out, he could just remove the backpack by spending \pgls{ap}, and rolling \roll{Dexterity}{Wyldcrafting} (\tn[10]).
+\end{exampletext}
 
-Encumbrance can become normal, if character want to maintain a good store of rations,%
-\footnote{A day's rations has a \gls{weight} of 1.}
-and character may simply decide to put up with the penalties.
-The only real danger lies in unexpected combat.
-In these situations, characters can spend \pgls{ap} to remove their backpack with a \roll{Dexterity}{Wyldcrafting} check.
-The basic \gls{tn} is 10, but it depends on the backpack.
-\index{Backpacks}
+All creatures have \pgls{weight} equal to their total \glspl{hp},%
+\footnote{If \glspl{pc} try to use goblins as a throwing weapon, remember that improvised weapons receive penalties (\autopageref{impromptuRanged}) because goblins are actually not made for throwing.}
+so if a gnomish companion receives a serious injury, the troupe may be able to lift them up once the danger has passed, and march them back to civilization from beyond the \gls{edge}.
+If a large human receives a serious injury, their companions may have a serious question on their hands.
+
+\subsubsection{In the Arms}
+Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms.
+Someone with 8~\glspl{hp} who picks up a bronze statue, with \gls{weight}~12 would receive a -8~Penalty to all actions.
+Mounting it on their back reduces the Penalty to~-4.
+
+\subsubsection{To Hand}
+Using only one hand puts the limit to a quarter of their \glspl{hp}.
+If \pgls{pc} with 6~\glspl{hp} lifts a poleaxe with \gls{weight}~4, they would receive a -2 Penalty to attack.
+If the character actually hits, the Damage works as usual, so sometimes people find that picking up a weapon twice their height feels like the best option they have.
+
+\subsubsection{Bloodloss}
+
+Losing \glspl{hp} can mean \Gls{weight} Penalties.
+Carrying items with a total \gls{weight} of 5 seems fine until a shortsword to the gut leave the character with 2~\glspl{hp}.
 
 \pic{Roch_Hercka/dwarf_encumbrance}
 
+\subsection{\Glsfmtlongpl{ep}}
+\label{ep}
+
+\Glsentryfullpl{ep} are \pgls{weight} you cannot drop.
+They build up slowly, threatening quietly, then suddenly present an unfair choice --- should the \gls{pc} drop the last of their food (risking more \glspl{ep} later), stay and rest (in a forest of curious monsters) or endure (and listen to their croaking lungs degrade)?
+
+\Glsentrylongpl{fp} cannot mitigate \glspl{ep}.
+Characters with enough luck to avoid arrows and dragon-fire can still collapse after a long~run.
+
+\subsubsection{Special Categories}
+
+Characters can remove \glspl{ep} which result from tiredness with a little rest (covered \vpageref{healing}), but \glspl{ep} gained from starvation and sleep deprivation will continue stacking up on the character sheet until the character eats and sleeps.
+
+Some of \gls{fenestra}'s rare and wicked diseases accrue \glspl{ep} until healed with \pgls{ingredient} from the correct Sphere.
+
 \end{multicols}
 
-\pagebreak
+\pagebreak[0]
 \section{Time \& Space}
 
 \begin{multicols}{2}
diff --git a/combat.tex b/combat.tex
index b35455ec4d77241f5b081284efddbbb13ca038f4..b9f302ad5c2b9738b7bd2c2bf945cb0bb575fdbe 100644
--- a/combat.tex
+++ b/combat.tex
@@ -458,11 +458,12 @@ when used in combat, but only
 \dmg{damage} when thrown.
 
 \subsubsection{Impromptu Weapons}
+\label{impromptuRanged}
 \index{Projectiles!Impromptu}
 
 Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage.
 \longsword s don't make great projectiles, but they still deal
-\addtocounter{damage}{2} \dmg{damage}
+\addtocounter{damage}{2} \dmg{weaponDamage}
 basic Damage.
 
 \end{multicols}
diff --git a/config b/config
index 1e2d9c5a9d21023640ab07626a2dac281bb898f1..60ac2562b1ca7c1bc682da2bd1f8eefce213870a 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 1e2d9c5a9d21023640ab07626a2dac281bb898f1
+Subproject commit 60ac2562b1ca7c1bc682da2bd1f8eefce213870a
diff --git a/knacks.tex b/knacks.tex
index dae40613d5f73e1e3c4add5049d662b7be783ef3..b9f9f5312817b865b101a413b825d02e1989afd7 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -115,7 +115,6 @@ They then take a -1 Penalty to Attack, but if they successfully hit an opponent,
 \subsubsection{Unstoppable}
 
 The character is particularly tough and gains +2~\glspl{hp} and immunity to the Knack: Stunning Strike.
-They can also carry more, without tiring, just as if they had additional Strength.
 
 All medicine rolls to save the character from death receive a bonus equal to half the number of Knacks the character has, rounded up.
 
diff --git a/traits.tex b/traits.tex
index 65070f36b33ef66cbf02dbfdf0c1f4e51385fc01..b21d645fd9983f917d5be3c37442870b75fcc230 100644
--- a/traits.tex
+++ b/traits.tex
@@ -898,76 +898,3 @@ In calmer settings, wyldcrafting covers all the activities involved in farming -
 
 \end{multicols}
 
-\section{\Glsfmtlongpl{ep}}
-
-\begin{multicols}{2}
-
-\label{ep}
-
-\noindent
-Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
-Characters gain \glspl{ep} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
-
-\input{config/rules/exhaustion.tex}
-
-\noindent
-\Glspl{ep} might inflict penalties because the character has 6~\glspl{hp} but gains a total of 8~\glspl{ep}, which results in a -2 penalty to all actions.
-
-\begin{boxtable}[lllllllllX]
-
-  \multicolumn{10}{l}{6/6 \Glsentrytext{hp}} \\
-  \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle
-  \\
-  \Repeat{9}{\Square &} \Square
-  \\
-  \multicolumn{10}{l}{\glspl{ep}} \\
-  \Repeat{8}{\XBox &} \Square & \Square \\
-  \multicolumn{10}{l}{Penalty: 2} \\
-
-\end{boxtable}
-
-But it might also occur because the character has 4~\glspl{ep} and then Damage reduces them to only 2~\glspl{hp}, leaving them with a -2 penalty to all actions yet again.
-
-\begin{boxtable}[lllllllllX]
-
-  \multicolumn{10}{l}{2/6 \Glsentrytext{hp}} \\
-  \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle
-  \\
-  \Repeat{2}{\Square &} \Repeat{4}{\XBox &} \Repeat{3}{\Square &} \Square
-  \\
-  \multicolumn{10}{l}{\glspl{ep}} \\
-  \Repeat{4}{\XBox &} \Repeat{5}{\Square &} \Square \\
-  \multicolumn{10}{l}{Penalty: 2} \\
-
-\end{boxtable}
-
-Characters may reach a maximum penalty of -5 due to \glspl{ep}, after which they fall unconscious.
-If the character is accruing \glspl{ep} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{ep} swimming or climbing a cliff, the character will almost certainly just die.
-
-\Glspl{fp} cannot mitigate \glspl{ep}.
-Characters with enough luck to avoid arrows and dragon-fire can easily be punched and dragged away, or collapse after a long run.
-
-\subsubsection{Special Categories}
-
-\Glspl{ep} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others.
-
-\paragraph{Marching} inflicts \pglspl{ep} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1~\gls{ep} every 2 miles).
-Since characters recover half their \glspl{ep} over \pgls{interval} of rest, a character with 8~\glspl{hp} could march 4 miles in the morning, recover 4~\glspl{ep} 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{ep}, 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{ep} penalties stop them walking.
-
-\paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to go find a cure, before he vomits any more blood.
-
-\paragraph{Starvation} is another special case.
-\glspl{ep} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal.
-
-\makeAutoRule{npcFatigue}{\Glsfmtplural{npc} \Glsfmtlongpl{ep}}{assume \glsfmtplural{npc} start with half \glsfmtlongpl{ep} filled}
-
-\Glspl{npc} should acrue \glspl{ep}, just like the \glspl{pc} do.
-The \gls{gm} might assume \glspl{npc} have a number of \glspl{ep} equal to half their \glspl{hp} at any time, unless the situation suggests otherwise.
-
-Players should be able to use this to their advantage, just as their \glspl{pc}' tired bodies work to their disadvantage.
-
-\end{multicols}
-