From 93970c3ddbf9fa319dafadb547ee8aa522365275 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sun, 16 Jul 2023 12:27:52 +0200
Subject: [PATCH] remove verbose options

---
 appendix.tex  |  26 +--
 cc.tex        | 444 ++++++++++++++++++---------------------------
 codes.tex     | 245 ++-----------------------
 combat.tex    | 488 ++++++++++++++++++--------------------------------
 gm.tex        |   4 +-
 intro.tex     |   6 +-
 knacks.tex    |  67 +++----
 main.tex      |  28 +--
 resources.tex |   1 -
 rules.tex     | 103 +++--------
 stories.tex   | 195 +++++++++-----------
 11 files changed, 509 insertions(+), 1098 deletions(-)

diff --git a/appendix.tex b/appendix.tex
index abfdc9c6..3864ed0c 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -61,23 +61,15 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 
 \vfill\null
 
-\iftoggle{verbose}{
-  \begin{multicols}{2}
-    \racechart
-    \attributeChart
-  \end{multicols}
-}{
+\begin{multicols}{2}
   \racechart
-
   \attributeChart
-}
+\end{multicols}
 
 \chapter{Combat}
 \label{combatAppendix}
 
-\iftoggle{verbose}{
-  \begin{multicols}{2}
-}{}
+\begin{multicols}{2}
 
 \initiativechart
 
@@ -87,9 +79,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 
 \fatiguechart
 
-\iftoggle{verbose}{
 \end{multicols}
-}{}
 
 \chasechart
 
@@ -101,12 +91,6 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 
 \printcontents[Manoeuvres]{l}{2}{\setcounter{tocdepth}{4}}
 
-\iftoggle{verbose}{
-  \iftoggle{aif}{}{
-    \input{classes.tex}
-  }
-}{}
-
 \indexprologue{The following spell summaries are simplified for reference, and do not take into account spells cast at a higher level than normal.}
 \printindex[spells]
 
@@ -117,9 +101,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
     nonumberlist,
     ]
 
-  \iftoggle{verbose}{
-    \printglossary[type=symbols]
-  }{}
+  \printglossary[type=symbols]
 \end{minipage}
 
 \printglossary
diff --git a/cc.tex b/cc.tex
index 6b981926..259bfdcc 100644
--- a/cc.tex
+++ b/cc.tex
@@ -7,37 +7,31 @@
 \begin{multicols}{2}
 
 \noindent
-\iftoggle{verbose}{
-  Over this chapter, you can learn to craft a \gls{pc}.
-  Grab $2D6$, roll a random race, and then all six Attributes.
-
-}{}%
+Over this chapter, you can learn to craft a \gls{pc}.
+Grab $2D6$, roll a random race, and then all six Attributes.
 Characters are defined by \glspl{trait}, and the two main types are \glspl{attribute} and \glspl{skill}.
 Attributes are innate \glspl{trait}, deeply tied to who the \gls{pc} is.
 The Physical \glspl{attribute} used here are \textit{Strength, Dexterity, and Speed}, and the Mental \glspl{attribute} are \textit{Intelligence, Wits, and Charisma}.
 \glspl{skill}, meanwhile, are things the character learns.
 
-\iftoggle{verbose}{
-
   They vary from around +0 to +3, so characters can usually accrue up to a +6 bonus, plus environmental variables.
 
-  \subsection{Summary}
+\subsection{Summary}
 
-  \begin{enumerate}
+\begin{enumerate}
 
-  \item
-  Roll to get a random race (`Human', `Dwarf', `Elf', et c.)
-  \item
-  Roll dice get a random Strength, Dexterity, and the other Attributes.
-  \item
-  Spend 50 \glspl{xp} on Attributes and Skills. You might also buy \glspl{fp}, Knacks or Magic. (Page \pageref{xp})
-  \item
-  Grab some adventuring items and weapons. (Page \pageref{start_equipment})
-  \item
-  Select a god or code to follow, which grants you \glspl{xp}. (Page \pageref{gods_codes})
+\item
+Roll to get a random race (`Human', `Dwarf', `Elf', et c.)
+\item
+Roll dice get a random Strength, Dexterity, and the other Attributes.
+\item
+Spend 50 \glspl{xp} on Attributes and Skills. You might also buy \glspl{fp}, Knacks or Magic. (Page \pageref{xp})
+\item
+Grab some adventuring items and weapons. (Page \pageref{start_equipment})
+\item
+Select a god or code to follow, which grants you \glspl{xp}. (Page \pageref{gods_codes})
 
-  \end{enumerate}
-}{}
+\end{enumerate}
 
 \end{multicols}
 
@@ -50,24 +44,16 @@ The Physical \glspl{attribute} used here are \textit{Strength, Dexterity, and Sp
 \noindent
 Character creation is random by default -- it helps new players get started quickly.
 
-\iftoggle{verbose}{
-  \mapPic{b}{Roch_Hercka/five_races}{
-    2-3/08/83,
-    4-5/25/86,
-    6-8/46/99,
-    9-10/61/96,
-    11-12/84/92,
-  }
-
-  \racechart
-}{
-  \begin{figure*}[t!]
-  \footnotesize
-  \racechart
-  \end{figure*}
+\mapPic{b}{Roch_Hercka/five_races}{
+  2-3/08/83,
+  4-5/25/86,
+  6-8/46/99,
+  9-10/61/96,
+  11-12/84/92,
 }
 
-\iftoggle{verbose}{
+\racechart
+
 It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans.
 Whichever race you've landed on, go and have a look at \autoref{races}.
 You will also find suggestions on why someone of that race might be adventuring.
@@ -82,41 +68,10 @@ Grab a pair of D6's and compare the result to the following chart.
 
 I've just rolled a `7', so I'm playing a human.  Being the tallest of the races they get +1 Strength.  However, they're also a little slow on the uptake, so they get -1 Wits.
 
-}{
-
-Roll $2D6$ on the chart to produce a random race.
-The racial modifiers will add to the Attributes you roll later.
-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 \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 \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}
-are naturally quite aggressive, so they begin with the \textit{Aggression} Skill at +2.
-
-\paragraph{Gnomes}
-are famously attentive when they can be bothered, but often can't be.
-When they perform \gls{restingaction}, they do not turn one die to a `6'.
-Instead, they roll $2D6+3$ for any \gls{restingaction}.
-
-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 \glspl{fatigue} from travel.
-}
 
 \end{multicols}
 
-\iftoggle{verbose}{
-  \pagebreak
-}{}
+\pagebreak
 
 \section{Attributes}
 \label{randomAttributes}
@@ -128,22 +83,18 @@ suffer only half the usual \glspl{fatigue} from travel.
 }
 \noindent
 Roll $2D6$ six times -- once for each Attribute -- and write down your result on the character sheet.
-\iftoggle{verbose}{%
-  If you roll `3, 8, 9', then you have `Strength -2, Dexterity +0, Speed +1'.
-  Roll the dice thrice more for the Mental Attributes.
+If you roll `3, 8, 9', then you have `Strength -2, Dexterity +0, Speed +1'.
+Roll the dice thrice more for the Mental Attributes.
 
-  Finally, add your racial modifiers.
-  A human with this result will gain `+1 Strength', for a final modifier of `-1', while a gnome would gain a further `-2' penalty, for a final result of `-4' -- that's not great, but we can adjust this result later with \glspl{xp}.
+Finally, add your racial modifiers.
+A human with this result will gain `+1 Strength', for a final modifier of `-1', while a gnome would gain a further `-2' penalty, for a final result of `-4' -- that's not great, but we can adjust this result later with \glspl{xp}.
 
-  These scores represent the potential ranges of the race, so Dexterity -3 represents about the clumsiest person around, while Dexterity +3 represents someone with the best control over their own balance and fine motor-control that one could imagine.
+These scores represent the potential ranges of the race, so Dexterity -3 represents about the clumsiest person around, while Dexterity +3 represents someone with the best control over their own balance and fine motor-control that one could imagine.
 
-  These ranges vary by race.
-  Humans have an extra +1 Strength Bonus, so their Strength Bonus range is -2 to +4; meanwhile gnomes have a Strength bonus of -5 to +1, with an average of -2, so an average gnome has about the muscle-power of a sickly human, and the strongest of gnomes could only hope to reach the strength of the average human.
-}{}
+These ranges vary by race.
+Humans have an extra +1 Strength Bonus, so their Strength Bonus range is -2 to +4; meanwhile gnomes have a Strength bonus of -5 to +1, with an average of -2, so an average gnome has about the muscle-power of a sickly human, and the strongest of gnomes could only hope to reach the strength of the average human.
 
-\iftoggle{verbose}{
-  \input{story/2-cc.tex}
-}{}
+\input{story/2-cc.tex}
 
 \subsection{Body Attributes}
 \index{Body Attributes}
@@ -163,19 +114,15 @@ Strength represents a character's muscles -- their ability to endure, to take da
 
 Dexterity represents someone's hand-eye coordination and natural grace.
 It's used to attack, parry, block and also to aim projectile weapons.
-\iftoggle{verbose}{%
 It is slightly less visible than the other Body Attributes, but can still be seen as people are moving, especially when movement becomes difficult, as when hopping across challenging and changeable terrain.
-}{}
 
 \subsubsection[Speed]{Speed \hint{velocity, tendons, vim}}
 
 Speed represents a character's movement, how fast they attack, how often they can attack and how quickly they can run.
-\iftoggle{verbose}{%
 Since it allows characters to flee dangerous situations, a group can be held back by its slowest member.
 
 A low Speed Bonus in a weak person might simply represent small muscles, while a low Speed Bonus in someone with an excellent Strength Bonus might mean the character is particularly fat.
 Speed might also be used in situations where a character's muscle to weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time.
-}{}
 
 \subsection{Mind Attributes}
 
@@ -192,10 +139,8 @@ Intelligence also covers artistic endeavours and a multitude of craftsmanship, w
 
 Where intelligence represents how well a character thinks, Wits just tells you how fast they think.
 The character's ability to observe, to tell enemy from friend, to spot people hiding in the bushes, to notice an off taste in that poisoned casserole or to just spot the perfect joke for the occasion are all covered under Wits.
-\iftoggle{verbose}{%
 Wits is also the primary Attribute for resisting magical enchantments and spotting illusions.
 Wits is the only Mind Attribute available to animals.
-}{}
 
 \subsubsection[Charisma]{Charisma \hint{magnetism, gravitas, glamour, friendliness, symmetry}}
 
@@ -210,77 +155,66 @@ They can choose to take a single -1 penalty to any Attribute of their choice in
 
 \end{boxtext}
 
-\iftoggle{aif}{}{
-  \iftoggle{verbose}{
-    \subsection{No Class}
-    For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}.
-    You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment.
-  }{}
-}
+\index{Character Concept}
+\subsection{Concept}
 
-\iftoggle{verbose}{
-
-  \index{Character Concept}
-  \subsection{Concept}
-
-  \iftoggle{aif}{
-    Who is this you have brought to the \gls{guard}?
-
-    Have a look at your character's Attributes and consider what kind of person they are.
-    Strength might indicate working on a farm.
-    A good Charisma may indicate a creative past, such as poetry, or working with the public, trading or selling items.
-    Intelligent characters may have required to plan a lot -- perhaps working as a seneschal for a town master, or planning a safe route for a travelling circus.
-    Low intelligence means never having to think, so they may come from a noble family, or always worked in a stonemason's guild, where someone else could plan their day for them.
-    Dexterous characters could have been an expert weaver, before joining the \gls{guard}; or perhaps they lived in a major city and stole money from others.
-
-    How did you end up in the \gls{guard}?
-    Did you naively sign up for a thrilling adventure, and now regret it?
-    What happened to your farm?
-    Torched by goblins, or did too many men leave the village?
-    Most join simply because they did not inherit their parents' land, so they hope to make some money, and perhaps be rewarded with land.
-    Some stole or robbed from people, and managed to plead to a judge to let them join the \gls{guard} instead of hanging.
-
-    Take your character's history, and condense it into two words.
-
-    \begin{itemize}
-      \item
-      Betrayed Guildsman
-      \item
-      Clairvoyant Herder
-      \item
-      Crypto Zoologist
-      \item
-      Dispossessed Farmer
-      \item
-      Dishonoured Alchemist
-      \item
-      Dauntless Youth
-      \item
-      Failed Priest
-      \item
-      Lazy Thief
-      \item
-      Lost Writer
-      \item
-      Reformed Bandit
-      \item
-      Zealous Guildsman
-    \end{itemize}
-  }{
-    Now is the time to look at your character's base Attributes and think about what they might be good at.
-    The best place to start is your highest Attribute.
-    If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
-    Buy off any Wits penalties and put a magic sphere down on the character sheet.
-    Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
-    Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
-
-    Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
-    Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
-    It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
-    You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
-  }
+\iftoggle{aif}{
+  Who is this you have brought to the \gls{guard}?
+
+  Have a look at your character's Attributes and consider what kind of person they are.
+  Strength might indicate working on a farm.
+  A good Charisma may indicate a creative past, such as poetry, or working with the public, trading or selling items.
+  Intelligent characters may have required to plan a lot -- perhaps working as a seneschal for a town master, or planning a safe route for a travelling circus.
+  Low intelligence means never having to think, so they may come from a noble family, or always worked in a stonemason's guild, where someone else could plan their day for them.
+  Dexterous characters could have been an expert weaver, before joining the \gls{guard}; or perhaps they lived in a major city and stole money from others.
+
+  How did you end up in the \gls{guard}?
+  Did you naively sign up for a thrilling adventure, and now regret it?
+  What happened to your farm?
+  Torched by goblins, or did too many men leave the village?
+  Most join simply because they did not inherit their parents' land, so they hope to make some money, and perhaps be rewarded with land.
+  Some stole or robbed from people, and managed to plead to a judge to let them join the \gls{guard} instead of hanging.
+
+  Take your character's history, and condense it into two words.
+
+  \begin{itemize}
+    \item
+    Betrayed Guildsman
+    \item
+    Clairvoyant Herder
+    \item
+    Crypto Zoologist
+    \item
+    Dispossessed Farmer
+    \item
+    Dishonoured Alchemist
+    \item
+    Dauntless Youth
+    \item
+    Failed Priest
+    \item
+    Lazy Thief
+    \item
+    Lost Writer
+    \item
+    Reformed Bandit
+    \item
+    Zealous Guildsman
+  \end{itemize}
+}{
+  Now is the time to look at your character's base Attributes and think about what they might be good at.
+  The best place to start is your highest Attribute.
+  If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
+  Buy off any Wits penalties and put a magic sphere down on the character sheet.
+  Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
+  Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
+
+  Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
+  Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
+  It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
+  You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
+}
 
-}{}
 
 \end{multicols}
 
@@ -290,23 +224,22 @@ They can choose to take a single -1 penalty to any Attribute of their choice in
 
 \begin{multicols}{2}
 
-\iftoggle{verbose}{
 
 \begin{figure*}[t]
 
-  \begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},top=10pt,bottom=10pt]
+\begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},top=10pt,bottom=10pt]
 \tiny\raggedright
 
 
-  & Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline
-  Academics & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline
-  Athletics & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline
-  Deceit & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline
-  Stealth & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Pretending to be anther guest at the ball \\\hline
-  Vigilance & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\
-  Wyldcrafting & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\\hline
+& Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline
+Academics & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline
+Athletics & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline
+Deceit & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline
+Stealth & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Pretending to be anther guest at the ball \\\hline
+Vigilance & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\
+Wyldcrafting & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\\hline
 
-  \end{tcolorbox}
+\end{tcolorbox}
 
 \end{figure*}
 
@@ -315,8 +248,6 @@ Skills define what a character does with most of their time -- what they are pra
 They are always paired with an Attribute to give a bonus to rolls.
 We'll go over how which Skills are available below.
 For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.
-}{
-\noindent}
 A basic Skill grants a +1 bonus to actions where it is used.
 This is the level of a very basic worker in that field -- those just finishing an apprenticeship in Crafts would have the basic Skill level.
 Advanced Skills are those with a +2 bonus, indicating an established member of the field.
@@ -324,7 +255,6 @@ Vigilance +2 might indicate a very shifty and paranoid person, while Athletics +
 Finally, experts with a score of +3 are very rare.
 A +3 bonus to Stealth indicates someone who has rare insights and keen instincts when it comes to going unnoticed, while someone with mastery of the Empathy Skill could talk a beggar into giving their hat away.
 
-\iftoggle{verbose}{
 For examples of skill use, take a look at the Skill Matrix overleaf.  Notice that each Skill represents very different abilities when paired with different Attributes.
 We use Vigilance for both investigation and to remain watchful throughout a long night.
 An elf with Intelligence +2 would have a total bonus of +4 when investigating a crime scene, but if the same elf had Strength -2, their total bonus for remaining watchful throughout a long night would be 0.
@@ -334,7 +264,6 @@ For example, a character with a bonus to Academics and Vigilance has individual
 It's only two Skills on the sheet, but that's seven different ratings the character has.
 
 For more detailed examples, see page \pageref{skill_uses}.
-}{}
 
 \label{skills}
 \subsection{The List}
@@ -405,35 +334,33 @@ For flat-out sprinting, the Speed Attribute is always preferred, while Strength
   Of course, nobody can hope to outrun a giant arachnid, but not being the slowest member of your group sorts most issues.
 }{}
 
-\iftoggle{verbose}{%
 
-  \begin{figure*}[b!]
+\begin{figure*}[b!]
 
-    \begin{nametable}[l|X]{Craft Requirements}
+  \begin{nametable}[l|X]{Craft Requirements}
 
-      Academics & Books, scrolls, and bookcases. \\
+    Academics & Books, scrolls, and bookcases. \\
 
-      Caving & Rope, carts, pulleys, and alcohol lanterns. \\
-      
-      Combat & Making swords, armour, scabbards, maces, and polearms. \\
+    Caving & Rope, carts, pulleys, and alcohol lanterns. \\
+    
+    Combat & Making swords, armour, scabbards, maces, and polearms. \\
 
-      Empathy & Jewellery, fancy clothing, and paints. \\
+    Empathy & Jewellery, fancy clothing, and paints. \\
 
-      Deceit & Disguises. \\
+    Deceit & Disguises. \\
 
-      Medicine & Bandages, casts, and fake eyes. \\
+    Medicine & Bandages, casts, and fake eyes. \\
 
-      Performance & Instruments, auditoriums, and theatres. \\
+    Performance & Instruments, auditoriums, and theatres. \\
 
-      Projectiles & Bows, crossbows, arrows, quivers, and bolts. \\
+    Projectiles & Bows, crossbows, arrows, quivers, and bolts. \\
 
-      Seafaring & Boats, sails, rope, and anchors. \\
+    Seafaring & Boats, sails, rope, and anchors. \\
 
-      Wyldcrafting & Fences, rope, houses, blankets, practical clothing and saddles. \\
+    Wyldcrafting & Fences, rope, houses, blankets, practical clothing and saddles. \\
 
-    \end{nametable}
-  \end{figure*}
-}{}
+  \end{nametable}
+\end{figure*}
 
 \begin{exampletext}
   Climbing the mansion's ivy-straddled walls wouldn't challenge any child of the streets, but getting the crew up required real understanding.
@@ -460,7 +387,6 @@ For flat-out sprinting, the Speed Attribute is always preferred, while Strength
 \subsection{Caving}
 
 Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves.
-\iftoggle{verbose}{%
 Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill.
 
 Those with a poor understanding of caves can make foolish mistakes, like building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey.
@@ -468,11 +394,10 @@ Those with a poor understanding of caves can make foolish mistakes, like buildin
 Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{
 woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures.
 
-    Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
+  Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
 }{
-  mushrooms, but the differences can still trip them up at times.
-  }
-}{}
+mushrooms, but the differences can still trip them up at times.
+}
 
 \begin{exampletext}
 
@@ -512,28 +437,23 @@ Designing new equipment requires an Intelligence roll, while making them require
 Strength could even be used to govern making simple things (such as a make-shift shelter) with unyielding materials such as green wood.
 
 To craft an item used with another Skill, the crafter requires at least 1 level in that Skill.
-\iftoggle{verbose}{%
-  The level of the Skill does not matter.
-  Knowing how to bind a book only requires someone to roughly know how a book functions, they do not need to also write great literature.
+The level of the Skill does not matter.
+Knowing how to bind a book only requires someone to roughly know how a book functions, they do not need to also write great literature.
 
-  Similarly, someone who cannot wield a sword properly cannot craft a functional weapon, but if they have even a single level in the Combat Skill, they can craft any weapon they have seen.
-}{}
+Similarly, someone who cannot wield a sword properly cannot craft a functional weapon, but if they have even a single level in the Combat Skill, they can craft any weapon they have seen.
 Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a \gls{restingaction} (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available.
 
-\iftoggle{verbose}{
-  \begin{figure*}[b!]
-    \begin{boxtext}[title=Rolling with Bad Stats]
-
-      If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long.
-      If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}).
-      If you end up with enough \glspl{xp} to improve your character to the point you're happy, then you can proceed.
-      If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far.
-      See page \pageref{pcdeath} for more information on \gls{pc} death.
+\begin{figure*}[b!]
+  \begin{boxtext}[title=Rolling with Bad Stats]
 
-    \end{boxtext}
-  \end{figure*}
+    If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long.
+    If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}).
+    If you end up with enough \glspl{xp} to improve your character to the point you're happy, then you can proceed.
+    If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far.
+    See page \pageref{pcdeath} for more information on \gls{pc} death.
 
-}{}
+  \end{boxtext}
+\end{figure*}
 
 \subsection{Deceit}
 
@@ -603,10 +523,8 @@ It is used when characters want a price lowered, or are hoping to get someone to
 If, however, the persuasive arguments are not concerned with making someone feel for the character but with the cold hard facts, the Intelligence Attribute is preferred.
 This might be used to convince someone not to go to war with a neighbouring nation or show how farming more land is not in their own best interest.
 
-\iftoggle{verbose}{%
-  Commonly, Empathy is used to spot lies when paired with Wits.
-  Humans are famously bad at this, resulting in wildfires of bogus rumours around human communities, while it can be very difficult to lie to elves.
-  }{}
+Commonly, Empathy is used to spot lies when paired with Wits.
+Humans are famously bad at this, resulting in wildfires of bogus rumours around human communities, while it can be very difficult to lie to elves.
 
 Calming animals very often requires this kind of insight, although animals have very little care how `friendly', someone seems to other people.
 Empathy rolls to calm or predict animals typically use the Intelligence Attribute.
@@ -921,11 +839,9 @@ Wyldcrafters can track people and prey throughout any standard above-ground terr
 
 \begin{multicols}{2}
 
-\iftoggle{verbose}{
-  \noindent
-  Have look overleaf at the example character sheet.
-  You can fill out the rest throughout the next few chapters.
-}{}
+\noindent
+Have look overleaf at the example character sheet.
+You can fill out the rest throughout the next few chapters.
 
 \subsection{\nameref{gods_codes} \& Background}
 
@@ -984,9 +900,7 @@ The player can decide to replace any of these items with a generic item called \
 
 \end{multicols}
 
-\iftoggle{verbose}{
-  \input{story/9-rations.tex}
-}{}
+\input{story/9-rations.tex}
 
 \subsubsection{Starting Money}
 
@@ -998,49 +912,47 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{cp}.
 
 \end{multicols}
 
-\iftoggle{verbose}{
-  \setcounter{str}{1}
-  \setcounter{dex}{0}
-  \setcounter{spd}{0}
-  \setcounter{int}{0}
-  \setcounter{wts}{-1}
-  \setcounter{cha}{1}
-
-  \renewcommand\concept{Knightly Poet}
-  \renewcommand\race{Human}
-  \renewcommand\culture{Quennome}
-  \renewcommand\name{Sean}
-  \renewcommand\code{Experience}
-
-  \setcounter{Academics}{1}
-  \setcounter{Athletics}{0}
-  \setcounter{Caving}{0}
-  \setcounter{Crafts}{0}
-  \setcounter{Deceit}{0}
-  \setcounter{Empathy}{1}
-  \setcounter{Medicine}{0}
-  \setcounter{Performance}{1}
-  \setcounter{Larceny}{0}
-  \setcounter{Seafaring}{0}
-  \setcounter{Stealth}{0}
-  \setcounter{Tactics}{0}
-  \setcounter{Vigilance}{0}
-  \setcounter{Wyldcrafting}{0}
-  \setcounter{Combat}{2}
-  \setcounter{Projectiles}{0}
-
-  \setcounter{fp}{5}
-
-  \renewcommand\characterWeapons{\longsword}
-  \renewcommand\characterArmour{Chain Mail & 4 & P & 1}
-  \renewcommand\characterEquipment{\Gls{adventure} Equipment \Repeat{3}{{\Large\sqn} }}
-  \setcounter{gold}{288}
-
-  \settoggle{examplecharacter}{true}
-  \settoggle{bestiarychapter}{true}
-  \input{cs/CS.tex}
-  \settoggle{bestiarychapter}{false}
-  \settoggle{examplecharacter}{false}
-  \renewcommand\csComments{}
-}{}
+\setcounter{str}{1}
+\setcounter{dex}{0}
+\setcounter{spd}{0}
+\setcounter{int}{0}
+\setcounter{wts}{-1}
+\setcounter{cha}{1}
+
+\renewcommand\concept{Knightly Poet}
+\renewcommand\race{Human}
+\renewcommand\culture{Quennome}
+\renewcommand\name{Sean}
+\renewcommand\code{Experience}
+
+\setcounter{Academics}{1}
+\setcounter{Athletics}{0}
+\setcounter{Caving}{0}
+\setcounter{Crafts}{0}
+\setcounter{Deceit}{0}
+\setcounter{Empathy}{1}
+\setcounter{Medicine}{0}
+\setcounter{Performance}{1}
+\setcounter{Larceny}{0}
+\setcounter{Seafaring}{0}
+\setcounter{Stealth}{0}
+\setcounter{Tactics}{0}
+\setcounter{Vigilance}{0}
+\setcounter{Wyldcrafting}{0}
+\setcounter{Combat}{2}
+\setcounter{Projectiles}{0}
+
+\setcounter{fp}{5}
+
+\renewcommand\characterWeapons{\longsword}
+\renewcommand\characterArmour{Chain Mail & 4 & P & 1}
+\renewcommand\characterEquipment{\Gls{adventure} Equipment \Repeat{3}{{\Large\sqn} }}
+\setcounter{gold}{288}
+
+\settoggle{examplecharacter}{true}
+\settoggle{bestiarychapter}{true}
+\input{cs/CS.tex}
+\settoggle{bestiarychapter}{false}
+\settoggle{examplecharacter}{false}
+\renewcommand\csComments{}
 
diff --git a/codes.tex b/codes.tex
index 4d1af32d..996ae83b 100644
--- a/codes.tex
+++ b/codes.tex
@@ -10,25 +10,23 @@ While anyone is free to give offerings to any of the gods, most people have a pr
 Others follow no god but have a code of some type, guiding their actions.
 These codes are not formal beliefs, written as law and discussed at meetings but rather a set of aspirations which some have.
 
-\iftoggle{verbose}{
-  Each god has a holy day marking its favourite time of year.
-  During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
-  The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
+Each god has a holy day marking its favourite time of year.
+During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
+The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
 
-  The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
+The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
 
-  The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
+The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
 
-  Each god has a holy day marking its favourite time of year.
-  During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
-  The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
+Each god has a holy day marking its favourite time of year.
+During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
+The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
 
-  Those without a dedicated deity often dedicate themselves to some informal code instead.
-  The codes might be thought of as attitudes or philosophies for life.
-  Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
-  Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
-  It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
-}{}
+Those without a dedicated deity often dedicate themselves to some informal code instead.
+The codes might be thought of as attitudes or philosophies for life.
+Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
+Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
+It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
 
 Those with a personal code can never walk the Path of Divinity.
 
@@ -41,226 +39,9 @@ Those with a personal code can never walk the Path of Divinity.
 The \gls{gm} decides how much \gls{xp} to give out for any given task -- each path has a number of suggestions but the list should be understood as open-ended and entirely at the whim of the \gls{gm}.
 
 Players can only gain each reward once per session, and only for the greatest reward of any type,
-\iftoggle{verbose}{%
 so a follower of \gls{deathgod} can receive 5 \glspl{xp} for  \glspl{hp} only once per session, and would not also gain 1  \gls{xp} for losing a single \gls{hp}.
 
 Some codes give a reward for donating or gaining gold.
-Only the highest reward counts, so someone cannot gain 1\gls{xp} for donating a gold piece to a temple, and then gain 10 more for donating 100 \glspl{gp} -- the highest sum takes precedence.
-}{%
-whether that means losing \glspl{hp} or donating \glspl{gp} to a temple.
-}
-
-Players receive \glspl{xp} only at the end of a session, and only for achievements they remember -- the \gls{gm} bears no responsibility for note-taking.
-
-\end{multicols}
-
-\section{The Codes}
-
-\begin{multicols}{2}
-
-\iftoggle{verbose}{}{
-  \boxPair{
-    \acquisitionXP
-  }{
-    \joyXP
-  }
-}
-
-\subsection{The Code of Acquisition}
-\index{Code!Acquisition}
-
-\iftoggle{verbose}{
-    \acquisitionXP
-}{}
-
-The goal of life is acquisition.
-We all want things, therefore people who get more things are doing better.
-Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
-
-Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
-They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
-
-
-\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}}
-\index{Gods!\Glsentrytext{joygod}}
-
-\iftoggle{verbose}{
-    \joyXP
-}{}
-
-\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles.
-
-Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns.
-
-\subsubsection{Spheres}
-
-\noindent Priests of \Glsentrytext{joygod} have access to the illusion and Polymorph spheres.
-Their spells appear with a flash of rainbow colours, often accompanied by light, strange sounds similar to a harpsichord.
-
-\subsubsection{Mana Stones}
-
-\Glsentrytext{joygod}'s magical items can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones.
-Their mana stone spells are activated by a command word.
-
-\iftoggle{verbose}{}{
-  \boxPair{
-    \knowledgeXP
-  }{
-    \experienceXP
-  }
-}
-
-\subsection{\Glsentrytext{knowledgegod} -- God of Illumination}
-\index{Gods!\Glsentrytext{knowledgegod}}
-
-\iftoggle{verbose}{
-  \knowledgeXP
-}{}
-
-\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge.
-
-Followers of the god of light have access to the illusion and Force spheres.
-His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source.
-The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock.
-His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting.
-The mana stones of \Gls{knowledgegod} are always activated by a command word.
-
-
-\subsection{The Code of Experience}
-\index{Code!Experience}
-
-\iftoggle{verbose}{
-  \experienceXP
-}{}
-
-The world is here to be lived, to be known, to be connected with.
-You want all the experiences -- unique experiences, sacred experiences, horrible experiences; the only real evil is boring repetition.
-You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick.
-Elation and deep-rooted fear are equally valuable -- they are both life.
-You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
-
-Those with the Code of Experience tend to explore, to lead troupes into new areas, to try different approaches, and test new solutions to entrenched problems.
-They tend to create, but this does not necessarily require the Crafts or Performance skills -- someone could equally design some new use for magic, or perfect a new type of knot.
-
-\subsection{\Glsentrytext{naturegod} -- Goddess of the Forest}
-\index{Gods!\Glsentrytext{naturegod}}
-
-\iftoggle{verbose}{
-  \natureXP
-}{}
-
-\noindent
-\Gls{naturegod} is the mother of all the growing green plants and all the animals.
-Farmers worship her as they know their produce ultimately stem from the forest.
-Her holy day is a feast-day during the warm first season of the third cycle.
-She has few temples but many followers.
-Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped.
-Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder.
-Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting.
-On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers.
-
-Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby.
-They are granted access to the Polymorph and conjuration spheres.
-The mana stones of her followers are always animals or plants.
-If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells.
-Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere.
-Plants with a spell are always activated by a command word.
-Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared.
-
-\iftoggle{verbose}{}{
-  \boxPair{
-    \natureXP
-  }{
-    \warXP
-  }
-}
-
-\iftoggle{verbose}{
-  \warXP
-}{}
-
-\subsection{\Glsentrytext{wargod} -- Goddess of War}
-\index{Gods!\Glsentrytext{wargod}}
-
-\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior.
-To be worthy of her, people must train well and be fast in battle.
-Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}.
-
-\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle.
-On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights.
-There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day.
-
-\subsubsection{Spheres}
-
-Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres.
-They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents.
-Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire and battle cries appear.
-
-\subsubsection{Mana Stones}
-
-Their mana stones are weapons or hunting trophies.
-Weapons can only store 2 MP per point of Damage they inflict.
-Hunting trophies can hold up to 1 MP for every \glspl{hp} of the beast killed.
-
-\iftoggle{verbose}{}{
-  \boxPair{
-    \deathXP
-  }{
-    \tribeXP
-  }
-}
-
-\iftoggle{verbose}{
-  \deathXP
-}{}
-
-\subsection{\Glsentrytext{deathgod} -- God of the Grave}
-\index{Gods!\Glsentrytext{deathgod}}
-
-\noindent \Gls{wargod}'s less popular little brother rules over death and the suffering which precedes it.
-He teaches us to remember our own dead fondly and to desecrate the graves of our enemies so that they can be forgotten.
-His feast day is during the great storms of the first season of the first cycle.
-Volcanoes often explode to mark this occasion.
-His temples are few and far between -- a couple of large cities with important people buried, the occasional gnoll hut where a mad shaman of death collects skulls and speaks strange promises about a coming war or a deep, dwarven catacomb where the honoured dead of many a dwarf want to gain the promise of being lead to the halls of the honoured dead.
-
-
-\subsubsection{Spheres}
-
-Clerics of \gls{deathgod} have access to the Necromancy and Enchantment spheres.
-They employ magic to trap or terrify people while raising corpses from the grave to fight.
-Their spells arise in a pool of inky blackness and are accompanied by the foul smell of old, rotting meat.
-
-\subsubsection{Mana Stones}
-
-\Gls{deathgod}'s mana stones are always made from the glorious dead.
-Mana stone can hold half the \gls{fp} of the original target (rounded up).
-The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}.
-
-Spells implanted in those mana stones are always activated by a command word.
-
-\subsection{The Code of the Tribe}
-\index{Code!Tribe}
-
-\iftoggle{verbose}{
-  \tribeXP
-}{}
-
-What's important is you and yours.
-Your children, the memory of your grandparents, the honour of the tribe.
-Your children will be your legacy, while you must die your legacy can live on forever.
-If you want to do well in this world, you have to put you and yours first.
-This path is popular among gnolls, humans and dwarves, who can become very family-focussed.
-Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing.
-You know your own.
-
-Travelling companions do not automatically count as members of your tribe, but they may come to in time. Exactly what counts as a `tribe' is mostly in the hands of a player, though the bonds should never be made lightly.
-
-\subsection{\Glsentrytext{justicegod} -- God of Justice}
-\index{Gods!\Glsentrytext{justicegod}}
-
-\iftoggle{verbose}{
-  \justiceXP
-}{}
 
 \noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god.
 He is invoked during wedding vows and business deals.
diff --git a/combat.tex b/combat.tex
index 2e17c0b7..70e7b01b 100644
--- a/combat.tex
+++ b/combat.tex
@@ -3,26 +3,24 @@
 \label{combat}
 
 
-\iftoggle{verbose}{
-  \begin{multicols}{2}
+\begin{multicols}{2}
 
-  \noindent
-  These life and death rolls are handled somewhat differently from other tasks.
-  Let's start with an overview of the basic features, then cover the details later.
+\noindent
+These life and death rolls are handled somewhat differently from other tasks.
+Let's start with an overview of the basic features, then cover the details later.
 
-  \begin{exampletext}
-    You move to engage the bandits in combat.
-    Whenever someone declares an attack, they roll -- success means they deal a wound, and a failure means they gain one.
-    A couple of players gamble their \glsentryfullpl{ap} on other moves, like guarding companions, or jumping back to safety.
-    Within a couple of rolls, everyone has spent their \glspl{ap}, and further attacks start gaining penalties.
-    Success means you strike, and failure means he strikes you.
+\begin{exampletext}
+  You move to engage the bandits in combat.
+  Whenever someone declares an attack, they roll -- success means they deal a wound, and a failure means they gain one.
+  A couple of players gamble their \glsentryfullpl{ap} on other moves, like guarding companions, or jumping back to safety.
+  Within a couple of rolls, everyone has spent their \glspl{ap}, and further attacks start gaining penalties.
+  Success means you strike, and failure means he strikes you.
 
-    Once everyone has spent their \glspl{ap}, their attacks gain penalties.
-  \end{exampletext}
+  Once everyone has spent their \glspl{ap}, their attacks gain penalties.
+\end{exampletext}
 
-  \end{multicols}
+\end{multicols}
 
-}{}
 
 \section{Basic Combat}
 
@@ -31,36 +29,27 @@
 \subsection{Attacking}
 \label{attack}
 
-\iftoggle{verbose}{
-  When combat begins, roll your Dexterity + Combat against \gls{tn} 7, plus the enemy's Dexterity + Combat.
-  If you win, roll to see how much Damage you deal to the opponent.
-  If your opponent wins, the \gls{gm} rolls to see how much Damage your opponent deals you.
-  Finally, on a tie, you can decide to both take \emph{and} deal Damage, or neither.
-  In the former case, you and your opponent hit each other at the same time.
-  In the latter, blades clash but nobody gets hurt.
+When combat begins, roll your Dexterity + Combat against \gls{tn} 7, plus the enemy's Dexterity + Combat.
+If you win, roll to see how much Damage you deal to the opponent.
+If your opponent wins, the \gls{gm} rolls to see how much Damage your opponent deals you.
+Finally, on a tie, you can decide to both take \emph{and} deal Damage, or neither.
+In the former case, you and your opponent hit each other at the same time.
+In the latter, blades clash but nobody gets hurt.
 
-}{
-  Attacks are resisted rolls of Dexterity + Combat.
-  On a tie, players decide to both accept and deal damage, or neither.
-}
+\begin{boxtext}[title=Dicey Damage,float*=b,width=\textwidth]
 
-\iftoggle{verbose}{
-    \begin{boxtext}[title=Dicey Damage,float*=b,width=\textwidth]
+  If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die.
+  Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
+  
+  Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
+  However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
   
-      If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die.
-      Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
-      
-      Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
-      However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
-      
-      If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
-      
-      +0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal.
-      Spells are unaffected.
+  If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
   
-    \end{boxtext}
+  +0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal.
+  Spells are unaffected.
 
-}{}
+\end{boxtext}
 
 \subsection{Damage}
 \index{Damage}
@@ -69,52 +58,36 @@ If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
 The Damage is then taken off the enemy's \gls{hp}.
 Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated.
 
-\iftoggle{verbose}{
-  \subsubsection{\Glsfmtlongpl{hp}}
+\subsubsection{\Glsfmtlongpl{hp}}
 
-  Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus.
-  Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7.
-  Losing even a single \gls{hp} means the character has suffered serious Damage.
-  A long fall might have broken the character's bone.
-  A dagger could have slashed open several veins.
-  Characters do not have many \glspl{hp} so losing even one is a serious matter.
-}{
-  Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus.
-}
+Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus.
+Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7.
+Losing even a single \gls{hp} means the character has suffered serious Damage.
+A long fall might have broken the character's bone.
+A dagger could have slashed open several veins.
+Characters do not have many \glspl{hp} so losing even one is a serious matter.
 
 \subsubsection{Vitality \& Death}
 \index{Death}
 Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check}
 Vitality Check in order to stay alive.
 This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.
-\iftoggle{verbose}%
-  {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have.
-  Stronger characters already have more \gls{hp}, which has already kept them farther from death.}
-  For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}.
-  That makes the \gls{tn} 7 for the Vitality Check.
-}{}%
+\ignorespaces\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have.
+Stronger characters already have more \gls{hp}, which has already kept them farther from death.}
+For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}.
+That makes the \gls{tn} 7 for the Vitality Check.
 
 \Glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4.
 
-A failed Vitality check means that the character is dead.%
-\iftoggle{verbose}{%
-  \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}%
-}{%
-  The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play.
-  That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}.
-  The player taking control of the \gls{npc} should spend any additional experience this grants immediately.
-
-  If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity.
-}%
+A failed Vitality check means that the character is dead.
+\ignorespaces\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}
 A successful check means that the character is unconscious for the remainder of the scene but alive.
 At the end of the scene they can make further Vitality Checks to see if they wake up.
 When waking up, all actions relying on movement take a penalty equal to the number of \gls{hp} beyond 0 the character has lost.
 
-\iftoggle{verbose}{
-  At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can.
-  Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.%
-  \footnote{See page \pageref{weightrating} for \nameref{weightrating}.}
-}{}
+At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can.
+Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.%
+\footnote{See page \pageref{weightrating} for \nameref{weightrating}.}
 
 \subsection{\Glsfmtlongpl{ap} \& Initiative}
 
@@ -125,12 +98,10 @@ Every action requires spending some number of \glspl{ap}.
 Once someone reaches 0 \glspl{ap}, they cannot take normal actions -- only \glspl{quickaction}.
 Anyone overspending \glspl{ap} enters \emph{negative} \glspl{ap}, and receives a penalty to all actions equal to their negative score.
 
-\iftoggle{verbose}{
-  A character on 2 \glspl{ap} who attacks with a greatsword (which costs 4 \glspl{ap}) would then go to -2 \glspl{ap}.
-  If someone attacked them, they would have to respond with a -2 penalty to their action, then reduce to -6 \glspl{ap}.
+A character on 2 \glspl{ap} who attacks with a greatsword (which costs 4 \glspl{ap}) would then go to -2 \glspl{ap}.
+If someone attacked them, they would have to respond with a -2 penalty to their action, then reduce to -6 \glspl{ap}.
 
-  Using big weapons gives big bonuses, but they bring their own dangers!
-}{}
+Using big weapons gives big bonuses, but they bring their own dangers!
 
 \subsubsection{Initiative \& Interruptions}
 \index{Initiative}
@@ -170,12 +141,8 @@ lets the character travel up to 3 steps plus their Athletics Skill.
 
 \paragraph{Speaking}
 requires the usual 1 \gls{ap} expenditure.
-\iftoggle{verbose}{
-  If any player tells another to act, stop, or guard them, they lose 1 \gls{ap}.
-  During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital.
-}{
-  This includes any time a player communicates during combat.
-}
+If any player tells another to act, stop, or guard them, they lose 1 \gls{ap}.
+During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital.
 
 \end{multicols}
 
@@ -185,13 +152,11 @@ requires the usual 1 \gls{ap} expenditure.
 
 \subsection{Weapons}
 
-\iftoggle{verbose}{
-  \noindent
-  Weapons are a great way of inflicting additional Damage, but they are an equally excellent way of defending oneself.
-  Having a longsword to keep scary opponents at bay is always better than trying to nimbly dodge about.
-  Longer weapons grant an Attack Bonus, allowing someone to hit the enemy before the enemy hits them, and heavy weapons tend to deal more Damage.
-  However, both of these come at the cost of extra \emph{heft}; they take more time to swing, and so cost more \glspl{ap} to use.
-}{}
+\noindent
+Weapons are a great way of inflicting additional Damage, but they are an equally excellent way of defending oneself.
+Having a longsword to keep scary opponents at bay is always better than trying to nimbly dodge about.
+Longer weapons grant an Attack Bonus, allowing someone to hit the enemy before the enemy hits them, and heavy weapons tend to deal more Damage.
+However, both of these come at the cost of extra \emph{heft}; they take more time to swing, and so cost more \glspl{ap} to use.
 
 Each weapon has the following properties:
 
@@ -214,13 +179,7 @@ Each weapon has the following properties:
 
 \end{multicols}
 
-\iftoggle{verbose}{%
-  \weaponschart
-}{
-  \begin{footnotesize}
-  \weaponschart
-  \end{footnotesize}
-}
+\weaponschart
 
 \label{weaponschart}
 \index{Weapons}
@@ -233,9 +192,7 @@ Each weapon has the following properties:
 Shield allow attacks to be blocked with ease.
 Characters with a shield may use it in lieu of their weapon in order to defend against an Attack, but a successful roll only indicates that they have received no Damage, and do not deal Damage.
 
-\iftoggle{verbose}{
-  Characters typically use shields when overwhelmed, allowing them to defend against attacks with a lower \gls{ap} cost than most weapons.
-}{}
+Characters typically use shields when overwhelmed, allowing them to defend against attacks with a lower \gls{ap} cost than most weapons.
 
 Shields can also be used like weapons.
 Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weightrating}, and their \gls{ap} cost is 1 higher than normal.
@@ -245,14 +202,7 @@ Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weig
 \subsection{Armour}
 \index{Armour}
 
-\iftoggle{verbose}{%
-  \armourchart
-}{
-  \begin{figure*}[t!]
-  \footnotesize
-  \armourchart
-  \end{figure*}
-}
+\armourchart
 
 \noindent
 Armour defends characters by lowering incoming Damage.
@@ -287,34 +237,32 @@ Complete armour adds +1 to the \glsentryname{weightrating} and multiplies the pr
 \paragraph{Perfect armour}
 is a rating used for certain creatures which have natural armour without weak spots (such as stone giants), or magical armour.
 
-\iftoggle{verbose}{%
-  \boxPair{
-    \begin{boxtable}
-      \textbf{Roll} & \textbf{Result} \\
-      \hline
-        <4 & \Glsentrytext{pc} is hit, no \gls{dr} \\
-        4 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
-        5 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
-        6 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
-        7 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
-        8 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
-        9 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
-        10 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
-        11 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
-        >11 & \Glsentrytext{npc} is hit, no \gls{dr} applies \\
-    \end{boxtable}
-
-    \paragraph{A combat roll involving armour}
-    might look like this: a \gls{pc} with \textit{partial} leather armour faces off against a white knight, with \textit{complete} plate armour.
-    If the \gls{pc} fails their roll by 4 or more points below the \gls{tn} then the knight hits them, and bypasses their leather armour's \glsentrylong{dr}.
-    And if the \gls{pc} hits the knight and rolls 6 points above the \gls{tn} then they bypass the knight's \gls{dr}.
-
-    Assuming the player's total \gls{tn} is `7', the possible results will look like this:
-
-  }{
-    \pic{Roch_Hercka/vitals_shot}{\label{roch:vitals}}
-  }
-}{}
+\boxPair{
+  \begin{boxtable}
+    \textbf{Roll} & \textbf{Result} \\
+    \hline
+      <4 & \Glsentrytext{pc} is hit, no \gls{dr} \\
+      4 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
+      5 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
+      6 & \Glsentrytext{pc} is hit, but \gls{dr} applies \\
+      7 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
+      8 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
+      9 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
+      10 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
+      11 & \Glsentrytext{npc} is hit, but \gls{dr} applies \\
+      >11 & \Glsentrytext{npc} is hit, no \gls{dr} applies \\
+  \end{boxtable}
+
+  \paragraph{A combat roll involving armour}
+  might look like this: a \gls{pc} with \textit{partial} leather armour faces off against a white knight, with \textit{complete} plate armour.
+  If the \gls{pc} fails their roll by 4 or more points below the \gls{tn} then the knight hits them, and bypasses their leather armour's \glsentrylong{dr}.
+  And if the \gls{pc} hits the knight and rolls 6 points above the \gls{tn} then they bypass the knight's \gls{dr}.
+
+  Assuming the player's total \gls{tn} is `7', the possible results will look like this:
+
+}{
+  \pic{Roch_Hercka/vitals_shot}{\label{roch:vitals}}
+}
 
 \subsubsection{Vitals Shots}
 \label{vitals}
@@ -333,16 +281,9 @@ Many creatures have a \gls{dr} from natural armour, representing especially thic
 Natural armour always counts as Complete armour unless otherwise specified, because it covers almost all of the body, but often leaves weak spots open such as the eyes or the kneecaps.
 
 
-\iftoggle{verbose}{
-  \begin{figure*}[t!]
-  \projectilesChart
-  \end{figure*}
-}{
-  \begin{figure*}[t]
-  \footnotesize
-  \projectilesChart
-  \end{figure*}
-}
+\begin{figure*}[t!]
+\projectilesChart
+\end{figure*}
 
 \subsubsection{Stacking Armour}
 \label{stackingarmour}
@@ -353,14 +294,12 @@ Any tertiary armour counts for a quarter, and so on.
 Once you have a total, round up anything over half.
 Stacked armour can consist of both partial and complete layers, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, but bypass all armour with a roll of 5 over the \gls{tn}.
 
-\iftoggle{verbose}{
 
-    Consider this convoluted example: a basilisk with \gls{dr} 4 dies, and then get raised from the dead by a necromancer.
-  The undead naturally have a \gls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5.
-  If the mage were crazy enough to add plate armour to the basilisk, the total \gls{dr} would be $5 + \frac{4}{2} + \frac{2}{4} = 7.5$, or `8'.
+Consider this convoluted example: a basilisk with \gls{dr} 4 dies, and then get raised from the dead by a necromancer.
+The undead naturally have a \gls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5.
+If the mage were crazy enough to add plate armour to the basilisk, the total \gls{dr} would be $5 + \frac{4}{2} + \frac{2}{4} = 7.5$, or `8'.
 
-  Of course if this were \textit{partial} plate armour, any roll which gets 3 over the basilisk's \gls{tn} would only get the \gls{dr} of 5.
-}{}
+Of course if this were \textit{partial} plate armour, any roll which gets 3 over the basilisk's \gls{tn} would only get the \gls{dr} of 5.
 
 Standard armour cannot be stacked in this way.
 We assume plate, chain, and some leather-based armours already have padded armour underneath.
@@ -372,9 +311,7 @@ Similarly, different types of natural \gls{dr} do not stack, and nobody becomes
 Projectiles have their own \gls{skill} which is bought just like the Combat Skill.
 Archers roll to hit with Dexterity + Projectiles, then roll for Damage, just as with Combat.
 The \gls{tn} is always 6 plus one for every five steps away the target is.
-\iftoggle{verbose}{
-  Targets 14 steps away would have a \gls{tn} of 8 to hit.
-}{}%
+Targets 14 steps away would have a \gls{tn} of 8 to hit.
 
 Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.)
 
@@ -386,16 +323,10 @@ When a Projectiles roll hits the \gls{tn} exactly, the archer misses their targe
 \subsubsection{The Long Bow}\index{Projectiles!Bow}\index{Bows}
 \label{longbow}
 
-\iftoggle{verbose}{
-  Long bows (or `hunting bows') are difficult things to work but well worth it once the archer practices enough.
-  Each bow has its own Strength rating and anyone without at least that much Strength cannot use the bow; the bows deal $1D6$ +Strength Rating.
-  So if a bow has a Strength rating of 2 then it deals $1D6+2$ Damage but requires a Strength of 2, at least, to operate.
-  Having a Strength of 3 will not increase the Damage, but it can decrease the firing time.
-}{
-  Longbows each have a rating from 1-5.
-  The rating is equal to the bow's Damage, and the minimum Strength required to use it.
-  They require 4 \glspl{ap} to use, but every point of the character's Strength Bonus in excess of the bow's rating reduces the \gls{ap} requirement by 1.
-}
+Long bows (or `hunting bows') are difficult things to work but well worth it once the archer practices enough.
+Each bow has its own Strength rating and anyone without at least that much Strength cannot use the bow; the bows deal $1D6$ +Strength Rating.
+So if a bow has a Strength rating of 2 then it deals $1D6+2$ Damage but requires a Strength of 2, at least, to operate.
+Having a Strength of 3 will not increase the Damage, but it can decrease the firing time.
 
 To pull back the heavy load on a long bow requires 4 \gls{ap}, minus any excess Strength the character has over the bow's rating.
 Someone with a Strength of 3, using a longbow with +1 Damage, would only have to spend 2 \glspl{ap} to pull the bow taught.
@@ -426,9 +357,7 @@ Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user
 
 Thrown weapons such as knives, spears or others are typically not great at killing enemies, but they can certainly wound them.
 They work just as short bows, but their Damage is the normal weapon Damage -2.
-\iftoggle{verbose}{
-  Someone with Strength +2 throwing a dagger would deal $1D6$ Damage.
-}{}
+Someone with Strength +2 throwing a dagger would deal $1D6$ Damage.
 
 \subsubsection{Impromptu Weapons}
 \index{Projectiles!Impromptu}
@@ -438,17 +367,12 @@ Weapons which were never made to be thrown, such as swords, axes, or most knives
 \subsection{Weight}
 \index{Weight}
 
-\iftoggle{verbose}{
-  All equipment has a \glsentryname{weightrating} to show what Strength Bonus someone needs to have to use the item unencumbered.
-  For every point the \gls{weightrating} exceeds the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue}.
+All equipment has a \glsentryname{weightrating} to show what Strength Bonus someone needs to have to use the item unencumbered.
+For every point the \gls{weightrating} exceeds the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue}.
 
-  We call these additional penalties \textit{encumbrance} (you'll find a space on the character sheet for your total, so you can add penalties from multiple items together).
-  Having extra encumbrance isn't necessarily a bad move.
-  A lot of armour and weapons are worth the loss of speed and \glspl{ap}.
-}{
-  Characters carrying an item with a \glsentryname{weightrating} above their Strength Bonus gain one point of \textit{encumbrance} per point of difference.
-  Each point of encumbrance reduces the character's \glspl{ap} by 1 at the start of each round.
-}
+We call these additional penalties \textit{encumbrance} (you'll find a space on the character sheet for your total, so you can add penalties from multiple items together).
+Having extra encumbrance isn't necessarily a bad move.
+A lot of armour and weapons are worth the loss of speed and \glspl{ap}.
 
 \end{multicols}
 
@@ -457,14 +381,11 @@ Weapons which were never made to be thrown, such as swords, axes, or most knives
 \begin{multicols}{2}
 
 \noindent
-\iftoggle{verbose}{%
+
 At this point you might be wondering how anyone is going to survive past their first battle.
 6 or 7 \glspl{hp} is not a lot when the Damage is often $2D6$ or higher.
 The mechanism which saves the plot-important character is \glsentryfullpl{fp}.
 Every time someone would lose \glspl{hp}, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day.
-}{
-  If a character would lose \glspl{hp}, they can mark off \glspl{fp} instead.
-}
 
 Everyone in the world begins with 5 base \gls{fp}.
 This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}.
@@ -488,9 +409,7 @@ In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when
 One exception here is creatures without a Charisma Attribute.
 Animals, undead and other creatures without any Charisma Bonus can never store \gls{fp} except through the use of Magic.
 
-\iftoggle{verbose}{
-  \input{story/10-combat.tex}
-}{}
+\input{story/10-combat.tex}
 
 \end{multicols}
 
@@ -500,49 +419,49 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 
 \label{fatigue}
 \index{Fatigue}
-\iftoggle{verbose}{%
+
 \noindent
-  Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
-  Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
+Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
+Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
 
-  \begin{boxtable}[lllllllllX]
+\begin{boxtable}[lllllllllX]
+
+\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}{\glspl{fatigue}} \\
+\XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\
+\multicolumn{10}{l}{Penalty: 0} \\
 
-  \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}{\glspl{fatigue}} \\
-  \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\
-  \multicolumn{10}{l}{Penalty: 0} \\
-  
 \end{boxtable}
 
 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{boxtable}[lllllllllX]
+\begin{boxtable}[lllllllllX]
+
+\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}{\glspl{fatigue}} \\
+\XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square \\
+\multicolumn{10}{l}{Penalty: 1} \\
 
-  \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}{\glspl{fatigue}} \\
-  \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square \\
-  \multicolumn{10}{l}{Penalty: 1} \\
-  
 \end{boxtable}
 
 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{boxtable}[lllllllllX]
+\begin{boxtable}[lllllllllX]
+
+\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}{\glspl{fatigue}} \\
+\XBox & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square \\
+\multicolumn{10}{l}{Penalty: 3} \\
 
-  \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}{\glspl{fatigue}} \\
-  \XBox & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square \\
-  \multicolumn{10}{l}{Penalty: 3} \\
-  
 \end{boxtable}
 
 Characters may reach a maximum penalty of -5 due to \glspl{fatigue}, after which they fall unconscious.
@@ -551,22 +470,15 @@ If the character is accruing \glspl{fatigue} from running or wrestling, they wou
 \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.
 
 \subsection{Gaining Fatigue}
-}{}
 
 \noindent
 Each round running, climbing, in combat, or otherwise exerting oneself inflicts a \gls{fatigue}.
 Armour also inflicts a number of \glspl{fatigue} equal to its \glsentryname{weightrating} at the end of each scene.
 
-\iftoggle{verbose}{%
-
-  \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 \glspl{fatigue} is persistent action, when characters have no chance to recover from a previous battle.
-
-}{
-  \Glspl{fatigue} can only be gained at the end of a scene.
-}
+\Glspl{fatigue} pile up extremely quickly, for all manner of reasons.
+However, players only apply them 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 \glspl{fatigue} is persistent action, when characters have no chance to recover from a previous battle.
 
 \subsubsection{The Skill Discount}
 
@@ -596,19 +508,10 @@ The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue}
 When the party take any part of the day to rest, they can heal a number of \glspl{fatigue} equal to half their \textit{current} \glspl{hp}; so someone with 4 out of 8 \glspl{hp} would be able to recoup 2 \glspl{fatigue} by resting, either for a full night, or by taking some chunk of the afternoon to sit quietly.%
 \footnote{The day is divided into four parts. See page \pageref{time}.}
 
-\iftoggle{verbose}{
-  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.
-}{}
+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.
 
-\iftoggle{verbose}{%
-  \fatiguechart
-}{
-  \begin{figure*}[t!]
-  \footnotesize
-  \fatiguechart
-  \end{figure*}
-}
+\fatiguechart
 
 \end{multicols}
 
@@ -628,41 +531,33 @@ You can refer back to them when necessary with the list in \autoref{combatAppend
 
 Fighting while blind is no fun -- your opponent can see you coming, and you can't see them.
 Blinded suffer a -6 penalty, but can offset this with half their Wits + Vigilance total.
-  \iftoggle{verbose}{%
-  For example, a character with with a Wits + Vigilance total of -1 would receive a -7 penalty to attack, while their companion with a total Bonus of +3 would suffer only a -4 penalty.
-}{}
+For example, a character with with a Wits + Vigilance total of -1 would receive a -7 penalty to attack, while their companion with a total Bonus of +3 would suffer only a -4 penalty.
 
 This penalty only counts when one side of a fight is blind. When both sides are blind, we use the Darkness Fighting rules below.
 
 While fighting blind, if the dice make a \gls{natural} roll equal to the number of people on the character's side side (including themself) then they hit a companion while also being hit.
-\iftoggle{verbose}{
-  If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2.
-  If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion.
-  Companions who are are accidentally hit can evade by simply spending 1 \gls{ap}.
-  It is quite possible to kill a companion while fighting blind.
-}{}
+If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2.
+If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion.
+Companions who are are accidentally hit can evade by simply spending 1 \gls{ap}.
+It is quite possible to kill a companion while fighting blind.
 
 \subsubsection[Darkness: Penalty equals difference between combatants' Wits + Vigilance]{Darkness}
 \label{darkness}
 \index{Darkness}
 \index{Combat!Darkness}
 
-\iftoggle{verbose}{
-  Fighting in the darkness, or just twilight, can give a distinct advantage to those with sharper senses.
-  Those who retain some basic vision while their opponents have none are in a similar situation to fighting a blinded opponent.
-  However, when both sides suffer from the darkness, the battle changes very little.
-  Neither side can hit very accurately, but then neither side can dodge or parry very well either.
-}{}
+Fighting in the darkness, or just twilight, can give a distinct advantage to those with sharper senses.
+Those who retain some basic vision while their opponents have none are in a similar situation to fighting a blinded opponent.
+However, when both sides suffer from the darkness, the battle changes very little.
+Neither side can hit very accurately, but then neither side can dodge or parry very well either.
 
 \paragraph*{When fighting in total darkness}
 whoever has the lowest Wits + Vigilance receives a penalty equal to the difference.
 
-\iftoggle{verbose}{
-  For example, a human guard has caught a room full of elves with stolen goods.
-  Thinking quickly, one of the elves douses the room's only lantern.
-  The human has a Wits Bonus of -1 and no Vigilance Skill.
-  The elves have a Wits Bonus of +1, so the guard receives a -2 penalty to all attacks.
-}{}
+For example, a human guard has caught a room full of elves with stolen goods.
+Thinking quickly, one of the elves douses the room's only lantern.
+The human has a Wits Bonus of -1 and no Vigilance Skill.
+The elves have a Wits Bonus of +1, so the guard receives a -2 penalty to all attacks.
 
 \paragraph*{Fighting in minimal light}
 (such as a moonless night)
@@ -672,10 +567,8 @@ follows the same rules, but the penalty is halved.
 \label{enclosedcombat}
 \index{Enclosed Spaces}
 
-\iftoggle{verbose}{
-  Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons.
-  Daggers and shortswords often have an easier time in these locations.
-}{}
+Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons.
+Daggers and shortswords often have an easier time in these locations.
 
 When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's \gls{ap} cost.
 
@@ -686,18 +579,15 @@ Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4
 
 This applies to all Damage, including magical Damage.
 It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion.%
-\iftoggle{verbose}{\footnote{\stackingDamageChart}}{}
+\footnote{\stackingDamageChart}
 This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage.
 
 \subsubsection[Trapped/ Entangled: Character cannot use their Dexterity Bonus, and takes -2 Attack penalty]{Trapped or Entangled}
 \label{trapped}
 \label{entangled}
 
-\iftoggle{verbose}{
 Characters caught in mud, who slip over, or get shackled to a spot cannot move or dodge nearly as well as they could.
-They%
-}{Trapped characters}
-cannot use their Dexterity Bonus in Combat (penalties still apply), and take a -2 penalty to attacks.
+They cannot use their Dexterity Bonus in Combat (penalties still apply), and take a -2 penalty to attacks.
 
 \subsubsection[Falling Prone: -2 penalty when on the ground]{Falling Prone}
 \index{Prone}
@@ -722,10 +612,8 @@ Anyone can use them at any point, if they use the right weapons.
 \index{Brawling}
 
 Anyone can go for a brawling manoeuvre, even while using a weapon.
-\iftoggle{verbose}{%
-  Swinging an axe can place one in a vulnerable position -- on negative \glspl{ap}!
-  But since these attacks cost only 1 \gls{ap}, they won't deplete \glspl{ap} to fast.
-}{}
+Swinging an axe can place one in a vulnerable position -- on negative \glspl{ap}!
+But since these attacks cost only 1 \gls{ap}, they won't deplete \glspl{ap} to fast.
 
 Punches and kicks all use the Combat bonus.
 Such attacks inflict \glspl{fatigue}.
@@ -828,27 +716,20 @@ Shields can be strapped to the arm, without requiring any kind of dual-wielding.
 \begin{multicols}{2}
 
 \noindent
-\iftoggle{verbose}{%
-  Unsure if your \glspl{npc} want to fight?
-  Roll their Combat or Aggression Skill at \gls{tn} 7, plus the modifiers in the Morale Chart, before combat starts.
-  This group roll counts for everyone, so if the group roll a total of \gls{tn} 7, but one member is wounded, that member will fail the roll and flee.
-  Of course on the next round, this may prompt others to flee, as it changes the proportions of creatures to \glspl{pc}.
-
-  You can use a single roll for an entire combat -- the \gls{gm} simply keeps that roll hidden.
-  If the enemy rolls a `12', all of them will probably fight until they die.
-  If they roll a `7', they may start to flee once wounded, and then more will flee once only half remain (but they continue to recheck only at the start of a round).
-
-  Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day.
-
-  The players do not take morale checks -- they decide when it's time to run away by the look of the situation.
-  Usually a good time is when all the \gls{fp} have run out.
-  \footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.}
-
-}{%
-  \Glspl{npc} roll for Morale before combat starts, and keep the same roll throughout.
-  The \gls{tn} is 7, plus the \glspl{npc}'s Combat or Aggression Skill (whichever is higher), plus the modifiers in the Morale chart.
-  If any \gls{npc} fails the roll, they flee.
-}
+Unsure if your \glspl{npc} want to fight?
+Roll their Combat or Aggression Skill at \gls{tn} 7, plus the modifiers in the Morale Chart, before combat starts.
+This group roll counts for everyone, so if the group roll a total of \gls{tn} 7, but one member is wounded, that member will fail the roll and flee.
+Of course on the next round, this may prompt others to flee, as it changes the proportions of creatures to \glspl{pc}.
+
+You can use a single roll for an entire combat -- the \gls{gm} simply keeps that roll hidden.
+If the enemy rolls a `12', all of them will probably fight until they die.
+If they roll a `7', they may start to flee once wounded, and then more will flee once only half remain (but they continue to recheck only at the start of a round).
+
+Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day.
+
+The players do not take morale checks -- they decide when it's time to run away by the look of the situation.
+Usually a good time is when all the \gls{fp} have run out.
+\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.}
 
 When an enemy flees the scene after a fight has begun, characters still gain full \gls{xp} for the fight, since they still `defeated' the enemy.
 
@@ -864,24 +745,15 @@ On a tie, the \gls{gm} finally gets to decide what should happen.
 
 \begin{multicols}{2}
 
-\iftoggle{verbose}{
-  \begin{figure*}[t]
-  \chasechart
-  \end{figure*}
-}{
-  \begin{figure*}[t]
-  \footnotesize
-  \chasechart
-  \end{figure*}
-}
+\begin{figure*}[t]
+\chasechart
+\end{figure*}
 
 \subsection{Fleeing}
 
-\iftoggle{verbose}{
 Chases form some of the most dramatic scenes in any \glsentrytext{adventure}.
 When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent.
 But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll.
-}{}
 
 The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member.
 
@@ -906,9 +778,7 @@ These \glspl{fatigue} are applied after every roll rather than waiting until the
 
 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.
 
-\iftoggle{verbose}{
-  \input{story/14-run.tex}
-}{}
+\input{story/14-run.tex}
 
 \subsection{Hunting}
 
@@ -945,9 +815,7 @@ The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$.
 
 Animals use a \gls{skill} called Aggression.
 It works exactly like the Combat \gls{skill} but only for unarmed attacks.
-\iftoggle{verbose}{
-  Aggression measures an instinct and drive to harm and kill, so non-sentient undead will often use this Trait, just like any animal.
-}{}
+Aggression measures an instinct and drive to harm and kill, so non-sentient undead will often use this Trait, just like any animal.
 
 \subsubsection{Teeth and Claws}
 \label{teeth}
@@ -957,8 +825,6 @@ Both teeth and \emph{long} claws allow animals to grapple and damage with the sa
 So when an attack is successful, the target both receives Damage and counts as \textit{grappled}.%
 \footnote{See above, \autopageref{grappling}.}
 
-\iftoggle{verbose}{
-    \input{story/15-fatigue.tex}
-}{}
+  \input{story/15-fatigue.tex}
 
 \end{multicols}
diff --git a/gm.tex b/gm.tex
index 9ee15845..fc819efb 100644
--- a/gm.tex
+++ b/gm.tex
@@ -1363,8 +1363,6 @@ This means the forest will target anyone it likes (so most people), especially i
 The spell rolls with a +3 Bonus against TN 7, so it will mostly succeed.
 It can only work on one person at a time, but that's enough of a threat to keep everyone in the area silent (except for alchemist \glspl{miracleworker}, who don't need articles in their spells).
 
-\iftoggle{verbose}{
-  \input{story/16-stories.tex}
-}{}
+\input{story/16-stories.tex}
 
 \end{multicols}
diff --git a/intro.tex b/intro.tex
index 5dcf6462..bc20216f 100644
--- a/intro.tex
+++ b/intro.tex
@@ -113,10 +113,8 @@ Aleksej, Mihailo, and Proxy;
 Thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{Alice I. Cecile} for their insightful comments,
 and Florent Rougon for inspiration on the box-lines code.
 
-\iftoggle{verbose}{%
-  \columnbreak
-  \input{story/1-intro.tex}
-}{}
+\columnbreak
+\input{story/1-intro.tex}
 
 \end{multicols}
 
diff --git a/knacks.tex b/knacks.tex
index da97ff73..d53bb49c 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -37,12 +37,9 @@ When used in conjunction with an Aggression score, it adds only +1.
 \subsubsection{Cutting Swing}
 
 The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal.
-Any time the character reduces an opponent to 0 \glspl{hp}, the remaining damage transfers to
-\iftoggle{verbose}{%
-  any other opponent in range as the weapon slices across multiple throats, stomachs, and limbs.
-  This process recurs until either no damage or no enemies remain.
+Any time the character reduces an opponent to 0 \glspl{hp}, the remaining damage transfers to any other opponent in range as the weapon slices across multiple throats, stomachs, and limbs.
+This process recurs until either no damage or no enemies remain.
 
-}{the next viable target.}
 The same attack roll can be recycled for the secondary target, so if a character rolls `11' to attack, then the next opponent receives this strike only if the roll of `11' would hit them.
 
 This knack can only be used with missile weapons if enemies are standing in a direct line.
@@ -92,10 +89,8 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic
 \subsubsection{Precise Strike}\label{precisestrike}
 
 The character requires 1 less to achieve a Vitals Shot (see page \pageref{vitals}).
-\iftoggle{verbose}{
-  For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
-  With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
-}{}
+For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
+With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
 People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.
 
 \subsubsection{Snap Shot}
@@ -126,14 +121,10 @@ Enemies receive a -2 penalty when taking Morale Checks.
 
 \subsubsection{Weapon Master}
 
-\iftoggle{verbose}{
-  The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
-  They gain +1 to your Combat or Projectiles Bonus when using that weapon.
-  
-}{
-  The character gains +1 to the Combat or Projectiles score when using a specialized weapon.
-}%
-  The character can specialize in a number of weapons equal to half the number of knacks they have (rounded up).
+The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
+They gain +1 to your Combat or Projectiles Bonus when using that weapon.
+
+The character can specialize in a number of weapons equal to half the number of knacks they have (rounded up).
 
 \end{multicols}
 
@@ -157,20 +148,15 @@ They only receive new levels during \gls{downtime}.
 
 \textbf{Spheres:} Aldaron, Enchantment, Force, Invocation, Polymorph
 
-\iftoggle{verbose}{%
 \noindent Certain races, such as elves and dragons, are naturally magical and can learn forms of innate magic. Some humans with a touch of elven (or even draconic) blood have been known to walk the Path of Blood.
-}{}
+
 
 \paragraph{Special Considerations}
 
-\iftoggle{verbose}{%
-  Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability.
+Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability.
 
-  Blood sorcerers are barred from ritual spells -- spending all day trying to cast a spell will not help in the slightest.
+Blood sorcerers are barred from ritual spells -- spending all day trying to cast a spell will not help in the slightest.
 
-}{
-  Blood sorcerers cannot use ritual spells.
-}
 
 \subsubsection{Divine Caster}
 
@@ -183,9 +169,7 @@ To start on the path of devotion, the character requires a level in Academics in
 
 The appearance of spells and the form of mana stones varies depending upon deity.
 
-\iftoggle{verbose}{%
 This path is most commonly taken by humans and the occasional gnoll. Gnomes don't acknowledge gods, elves think they \emph{are} gods and dwarves tend to view their own rune magic as divine in a very general sense.
-}{}
 
 \paragraph{Special Considerations}
 
@@ -222,9 +206,7 @@ They could only use it for runic magics, but later they could spend 5 \gls{xp} t
 
 Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out.
 
-\iftoggle{verbose}{
-  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
-}{}
+\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
 
 \subsubsection{Extreme Focus}
 
@@ -234,9 +216,7 @@ All ritual spells cast with this focus grant a bonus to the caster's Intelligenc
 
 \subsubsection{Snap Caster}
 
-\iftoggle{verbose}{
-  The character is particularly adept at casting spells quickly, and therefore in Combat.
-}{}
+The character is particularly adept at casting spells quickly, and therefore in Combat.
 \Glspl{miracleworker} with this knack spend 1 less \gls{ap} when casting \textit{Fast} spells.
 
 \subsubsection{Song Caster}
@@ -257,10 +237,8 @@ The caster's magic is fuelled by hatred and tenacity.
 If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective Intelligence Bonus until the end of the scene.
 If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have.
 
-\iftoggle{verbose}{
 For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
 When they are later struck again and go down to 1 \gls{hp} then they gain a +3 bonus to such spells and a +3 bonus to Damage.
-}{}
 
 This Knack can only be used when there is a legitimate grievance.
 The mage does not gain the bonus when they have harmed themself.
@@ -303,17 +281,12 @@ Any scene which they end with a rest allows them to heal 2 additional \glspl{fat
 \index{Specialisation}
 
 A specialist has exceptional abilities within a fairly narrow environment or domain, and gains a +2 bonus on relevant rolls.
-\iftoggle{verbose}{%
-  This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
-
-  These specializations cannot include combat skills, but can add to rolls for casting spells.
-  Even if a particular skill inspired a specialization, it still applies to any skill.
-  Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
-
-  A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
-}{
-  Specializations include tracking, navigation, horses, open-fields, dockyards, vegetables, or any other sufficiently narrow, non-combat area of interest.
-  The bonus applies to all rolls.
-}
+This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
+
+These specializations cannot include combat skills, but can add to rolls for casting spells.
+Even if a particular skill inspired a specialization, it still applies to any skill.
+Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
+
+A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
 
 \end{multicols}
diff --git a/main.tex b/main.tex
index ab78aca7..30c92e4d 100644
--- a/main.tex
+++ b/main.tex
@@ -13,16 +13,8 @@ Subject={TTRPG},
 Keywords={TTRPG,RPG,roleplaying}
 }}
 
-\ifStrSame{\jobname}{BIND_ref}%
-  {\settoggle{verbose}{false}}
-  {\settoggle{verbose}{true}}
-
 \externalReferent{aif}
 
-\iftoggle{verbose}{}{
-  \geometry{a5paper}
-}
-
 \input{glossary.tex}
 \iftoggle{aif}{
   \input{../aif/glossary.tex}
@@ -40,11 +32,7 @@ Keywords={TTRPG,RPG,roleplaying}
 
 \tableofcontents
 
-\iftoggle{verbose}{
-  \include{intro.tex}
-}{
-  \fontsize{8}{7}\selectfont
-}
+\include{intro.tex}
 
 \iftoggle{aif}{
   \chapter*{Monsters \& Malthus}
@@ -71,20 +59,16 @@ Keywords={TTRPG,RPG,roleplaying}
 
 \include{spheres.tex}
 
-\iftoggle{verbose}{
-  \include{races.tex}
+\include{races.tex}
 
-  \include{gm.tex}
-}{}
+\include{gm.tex}
 
 \input{appendix.tex}
 
-\iftoggle{verbose}{
-  \include{cs/reset_cs.tex}
+\include{cs/reset_cs.tex}
 
-  \include{cs/GS.tex}
+\include{cs/GS.tex}
 
-  \include{cs/CS.tex}
-}{}
+\include{cs/CS.tex}
 
 \end{document}
diff --git a/resources.tex b/resources.tex
index c92ce232..dbc7f184 100644
--- a/resources.tex
+++ b/resources.tex
@@ -2,7 +2,6 @@
 
 \usepackage{config/bind}
 
-\settoggle{verbose}{true}
 \externalReferent{core}
 \externalReferent{aif}
 
diff --git a/rules.tex b/rules.tex
index 8f1c52ca..ab5614a7 100644
--- a/rules.tex
+++ b/rules.tex
@@ -38,11 +38,7 @@
 
 }
 
-\iftoggle{verbose}{%
-  \sidebox{
-  \TNChart
-  }
-}{
+\sidebox{
   \TNChart
 }
 
@@ -80,13 +76,11 @@ Attributes and \glspl{skill} usually go as high as +3, so a +6 bonus is possible
 
 Poor Attributes give a penalty, rather than a bonus.
 
-\iftoggle{verbose}{All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
+All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
 Don't ask -- just roll!
 
 \input{story/4-rolls.tex}
 
-}{}
-
 \subsection{One Roll Only}
 
 Players only make one roll per action.
@@ -184,9 +178,7 @@ Two companions with a +3 bonus would add a total of a +2 bonus.
   \end{itemize}
 \end{exampletext}
 
-\iftoggle{verbose}{
-  \input{story/6-team.tex}
-}{}
+\input{story/6-team.tex}
 
 \subsubsection{Stacking}
 \index{Stacking}
@@ -202,19 +194,17 @@ Convincing the townsfolk that they need to rebel against the baron, and could ea
 
 \end{exampletext}
 
-\iftoggle{verbose}{
 \noindent%
 \begin{footnotesize}%
 \begin{tabularx}{\linewidth}{Y |cccc}
-                      & Alicia & Snowstorm & Chatrik & Drake \\
-  \hline
-  Charisma + Tactics: & +3     & $+\frac{3}{2}$      & $+\frac{2}{4}$      & $+\frac{1}{8}$    \\
-  Roll Bonus:         &  +3     &     +2               &       +1             &  0 \\
-  \hline
-  Total:      &          +6 & & &\\
+                    & Alicia & Snowstorm & Chatrik & Drake \\
+\hline
+Charisma + Tactics: & +3     & $+\frac{3}{2}$      & $+\frac{2}{4}$      & $+\frac{1}{8}$    \\
+Roll Bonus:         &  +3     &     +2               &       +1             &  0 \\
+\hline
+Total:      &          +6 & & &\\
 \end{tabularx}
 \end{footnotesize}
-}{}
 
 \subsection{Resisted Actions}
 \index{Resisted Actions}
@@ -223,9 +213,7 @@ Convincing the townsfolk that they need to rebel against the baron, and could ea
 When \glspl{npc} resist the players actions, one side rolls as normal, while the other adds their ability to the \gls{tn}.
 
 
-\iftoggle{verbose}{
-  \input{story/7-resisted.tex}
-}{}
+\input{story/7-resisted.tex}
 
 \subsection{Margins}
 \index{Margins}
@@ -239,20 +227,13 @@ The \gls{gm} might use a Margin for some variable, for example a bard attempting
 Margins might also be used to gain bonuses on later rolls.
 Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with.
 
-\iftoggle{verbose}{
-  \input{story/8-hiding.tex}
-}{}
+\input{story/8-hiding.tex}
 
-\iftoggle{verbose}{
 \subsection{What the Dice Mean}
 
 You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put.
 
 Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained.
-}{
-\subsection{No Rerolls}
-Characters attempting to change a Standard Action into a \gls{restingaction} do not reroll but rather keep the same roll and turn one die up to show a 6.
-}%
 Actions cannot be attempted multiple times with rerolls unless the situation has changed notably.
 
 \end{multicols}
@@ -279,20 +260,15 @@ The suggested starting \glspl{xp} is 50, with up to 150 \glspl{xp} for more adva
 
 Players receive \gls{xp} from the \gls{gm} for killing monsters, fulfilling their codes, and completing missions.
 Larger and more dangerous monsters garner more \gls{xp}, as do grander missions.
-\iftoggle{verbose}{%
 The personal goals and piety of a character are denoted by different codes of belief and gods.
 See page \pageref{gods_codes} for details on the gods and personal codes of honour.
 
-\iftoggle{verbose}{
   Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}).
-}
-{}
 
 \subsubsection{Training Time}
 
 The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent.
 Each Trait should increase by no more than a single level during the course of one \gls{adventure} -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time.
-}{}
 
 \subsubsection{What Counts?}
 
@@ -301,8 +277,6 @@ Any enemies fleeing count for half their \gls{xp} value so long as they engaged
 
 \subsection{Experience Points \& the Discount}
 
-\iftoggle{verbose}{
-
 Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier.
 A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play.
 To represent this, we have \textit{the \gls{xp} Discount} -- a price you pay for every member of the party.
@@ -320,22 +294,16 @@ However, if five characters are fighting the 10 ghouls together, they each deduc
 The first five ghouls are worth nothing, because each net ($2 - 5 = $) 0 \gls{xp}.
 Only the last 5 ghouls count, bringing 10 \gls{xp} in total.  Dividing this among 5 players, each receives 2 \gls{xp} at the end.
 
-}{}
 
 If players need to discount multiple adversaries, they are counted from highest to lowest \gls{xp} value.
 
 \subsubsection{Mass-Damage Discount}
 \label{xpCreatureMax}
 
-\iftoggle{verbose}{%
-  Sufficiently powerful characters can take out entire armies with a single spell.
-  However, only the first 10 enemies killed by a single action give \glspl{xp}.
-  Any further enemies give no \glspl{xp}.
-  Killing 80 goblins with a \textit{Massive Fireball} grants the same \glspl{xp} as killing 10.
-}{
-  Players may receive \glspl{xp} for killing up to 10 creatures within a single action.
-  The highest \gls{xp} total is taken first, then the second highest, and then the third.
-}
+Sufficiently powerful characters can take out entire armies with a single spell.
+However, only the first 10 enemies killed by a single action give \glspl{xp}.
+Any further enemies give no \glspl{xp}.
+Killing 80 goblins with a \textit{Massive Fireball} grants the same \glspl{xp} as killing 10.
 
 \subsection{Spending \gls{xp}}
 
@@ -490,9 +458,7 @@ War horses aren't much faster than regular horses, but they won't become so easi
 
 Hunting dogs are mostly useless in warfare, but they make excellent watchmen.
 
-\iftoggle{verbose}{
-  \pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
-}{} 
+\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
 
 \subsection{Weight \& Encumbrance}
 \index{Weight}
@@ -515,25 +481,14 @@ Items carried in only one hand count as having +2 to the \gls{weightrating}, so
 Characters cannot carry any item which gives them a -5 Encumbrance rating or higher.
 They can, however, drag items with up to a \gls{weightrating} of up to 10 points above their Strength Attribute (rough surfaces can increase the requirement substantially).
 
-\iftoggle{verbose}{
-  \begin{figure*}[t!]
-  \servicesChart
-  \end{figure*}
-}{
-  \begin{figure*}[t!]
-  \footnotesize
-  \servicesChart
-  \end{figure*}
-}
+\begin{figure*}[t!]
+\servicesChart
+\end{figure*}
 
-\iftoggle{verbose}{
-  \input{story/encumbrance.tex}
-}{}
+\input{story/encumbrance.tex}
 
-\iftoggle{verbose}{
-  \input{story/equipment.tex}
-  \input{story/cc.tex}
-}{}
+\input{story/equipment.tex}
+\input{story/cc.tex}
 
 \subsection{Services}
 \label{services}
@@ -630,14 +585,10 @@ At the end of every \gls{adventure}, \gls{downtime} should be called, and all ch
 \subsubsection{\glsentrytext{downtime}}
 
 \Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest.
-\iftoggle{verbose}{%
-  This non-\gls{adventure} period allows the \glspl{pc} to heal, and advance Traits.
-  It can be weeks, years, or even decades.
-  The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
-  Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
-}{
-  After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent.
-}
+This non-\gls{adventure} period allows the \glspl{pc} to heal, and advance Traits.
+It can be weeks, years, or even decades.
+The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
+Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
 
 \subsubsection{Healing}
 \label{healing}
@@ -666,9 +617,7 @@ When gallivanting through open plains one \gls{area} might be a copse of trees,
 
 Regions encompasses a full forest, a town, or a collection of villages.
 Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.%
-\iftoggle{verbose}{%
 \footnote{If all this looks like a repugnant abstraction, just set a step to a yard, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
-}{}
 
 \end{multicols}
 
diff --git a/stories.tex b/stories.tex
index f40dd070..4c043b13 100644
--- a/stories.tex
+++ b/stories.tex
@@ -2,9 +2,7 @@
 \label{stories}
 \index{Stories}
 
-\iftoggle{verbose}{
-  \widePic{Vladimir_Arabadzhi/escape}
-}{}
+\widePic{Vladimir_Arabadzhi/escape}
 
 \begin{multicols}{2}
 
@@ -13,7 +11,6 @@ Players `write' most of their backstory during play rather than before it.
 \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current \gls{adventure}.
 Let's look at an example:
 
-\iftoggle{verbose}{
 \paragraph{Session 1} has the characters running from the local law.
 Jane's player spends 2 \gls{storypoint} and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
 
@@ -47,7 +44,6 @@ Additionally, Sindon's brother can join them, along with his bow.
 
 The various help here costs Sindon all of his 5 \glspl{storypoint}, but the result seems worth the cost.
 
-}{}
 \end{multicols}
 
 \section{\glsentrytext{storypoint} Rules}
@@ -63,24 +59,17 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati
 
 All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later \gls{adventure}.
 
-\iftoggle{verbose}{
-  The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}.
-}{}
+The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}.
 
 \subsection{Experience Points}
 \label{storyXP}
 
 Each time a player spends a \gls{storypoint}, the character earns a number of \glspl{xp} equal to the number of \glspl{storypoint} they've spent so far.
-\iftoggle{verbose}{%
-  The first \gls{storypoint} grants 1 \glspl{xp}, the second grants 2, and so on.
-  If a character spends 3 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest, and lives in a small fort, then the player would receive ($1+2+3$) 6 \glspl{xp}.
+The first \gls{storypoint} grants 1 \glspl{xp}, the second grants 2, and so on.
+If a character spends 3 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest, and lives in a small fort, then the player would receive ($1+2+3$) 6 \glspl{xp}.
 
-  }%
-  {}
 This number remains fixed, even after character death, so if a \gls{pc} dies, the next character can only gain \glspl{xp} from spending \glspl{storypoint} once they have spent the same number as the last character.
-\iftoggle{verbose}{%
-  If the character above died, they would gain nothing from the first three \glspl{storypoint}, but would then receive 4 \glspl{xp} once they spent the fourth \gls{storypoint}.
-}{}
+If the character above died, they would gain nothing from the first three \glspl{storypoint}, but would then receive 4 \glspl{xp} once they spent the fourth \gls{storypoint}.
 
 \subsection{Combining Stories}
 
@@ -106,13 +95,11 @@ The players are strongly encouraged to suggest more to the \gls{gm} who will eit
 You have spent a significant amount of time in another culture. You know their language and enough of their background to transfer over basic Skill knowledge. If you have the Performance Skill and are familiar with elvish culture then you also know some Elvish songs.
 If you are familiar with gnoll culture and have the Empathy Skill then you know a range of details about gnoll etiquette and lineage.
 
-\iftoggle{verbose}{%
-  \begin{itemize}
-  \item While the dwarves think they're sneakily planning to stab you in plain sight, you actually learnt dwarvish from a blacksmith dwarf who decided to live among humans.
-  \item Back in the circus, the gnomes could never figure out your `elvish arrow trick'.
-  You eventually convinced them to teach you how they communicate through whistles in return for teaching them the trick.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item While the dwarves think they're sneakily planning to stab you in plain sight, you actually learnt dwarvish from a blacksmith dwarf who decided to live among humans.
+\item Back in the circus, the gnomes could never figure out your `elvish arrow trick'.
+You eventually convinced them to teach you how they communicate through whistles in return for teaching them the trick.
+\end{itemize}
 
 \story{1}{The Surprise Skill}
 \label{surpriseSkill}
@@ -121,28 +108,26 @@ As you tell this story, you can buy a Skill level so long as you have the requis
 This cannot be a Skill which you have clearly lacked in the past, e.g. if your character has so far been illiterate then you cannot suddenly learn a level of Academics.
 However, if you have never wanted for Craft ability then you could declare that you have always known how to forge iron, or that you have the Seafaring Skill.
 
-\iftoggle{verbose}{
-  \begin{itemize}
+\begin{itemize}
+\item
+\iftoggle{aif}{
+  While working as one of the \gls{guard} in the Pebbles islands, you got your sea-legs.
+  Swimming through this underground lake shouldn't be a problem.
+  You immediately buy two levels of the Seafaring Skill.
   \item
-  \iftoggle{aif}{
-    While working as one of the \gls{guard} in the Pebbles islands, you got your sea-legs.
-    Swimming through this underground lake shouldn't be a problem.
-    You immediately buy two levels of the Seafaring Skill.
-    \item
-    You lost a younger sibling to a chitincrawler, and now that your troupe has finally come across one, your burning hatred kicks in as you rush forward.
-    You purchase the Knack `Chosen Enemy'.
-  }{
-    You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently.
-    You buy the first level of the Tactics Skill.
-    \item
-    Despite your bad manners, you have learnt to read in the thieves' guild some time ago.
-    You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book.
-    You buy the first level of the Academics Skill.
-  }
-  \item Protecting your siblings from griffin attacks on multiple occasions gave you all the knowledge you need to defend them.
-  You reveal you have the Knack `Guardian'.
-  \end{itemize}
-}{}
+  You lost a younger sibling to a chitincrawler, and now that your troupe has finally come across one, your burning hatred kicks in as you rush forward.
+  You purchase the Knack `Chosen Enemy'.
+}{
+  You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently.
+  You buy the first level of the Tactics Skill.
+  \item
+  Despite your bad manners, you have learnt to read in the thieves' guild some time ago.
+  You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book.
+  You buy the first level of the Academics Skill.
+}
+\item Protecting your siblings from griffin attacks on multiple occasions gave you all the knowledge you need to defend them.
+You reveal you have the Knack `Guardian'.
+\end{itemize}
 
 \story{1}{The Return}
 \label{oldnpc}
@@ -161,38 +146,34 @@ When the \gls{gm} asks you to make a check to gain knowledge, you can spend a \g
 You gain a +6 bonus to a single knowledge check.
 This does not count again for the same domain of expertise -- it is only a bonus to knowing one, single fact about the subject.
 
-\iftoggle{verbose}{%
-  \begin{itemize}
-  \item
-  The party want to know how the magical item works.
-  You've failed the roll, but then remember you've seen this magical item in your mother's book collection.
-  She had extensive shelves full of bizarre tomes, and all the leafing through those tomes finally paid off.
-  \iftoggle{aif}{
-      \item
-      Once, in the \gls{shatteredcastle}, you overheard two guards talking with each other about a door in the hub.
-      You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location.
-    \item
-    It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots
-  }{
+\begin{itemize}
+\item
+The party want to know how the magical item works.
+You've failed the roll, but then remember you've seen this magical item in your mother's book collection.
+She had extensive shelves full of bizarre tomes, and all the leafing through those tomes finally paid off.
+\iftoggle{aif}{
     \item
-    The party have you idea where they are, but you suddenly remember your uncle's maps.
-    They were always plastered all over the walls, and you used to imagine walking in those distant lands.
-  }
-  \end{itemize}
-}{}
+    Once, in the \gls{shatteredcastle}, you overheard two guards talking with each other about a door in the hub.
+    You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location.
+  \item
+  It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots
+}{
+  \item
+  The party have you idea where they are, but you suddenly remember your uncle's maps.
+  They were always plastered all over the walls, and you used to imagine walking in those distant lands.
+}
+\end{itemize}
 
 \story{1}{The Special Item}
 You may reveal you have any piece of \gls{adventure} equipment (see page \pageref{adventuringequipment}) or any item worth 10 \gls{sp} or less.
-\iftoggle{verbose}{%
-  Perhaps you have a flask of wine, kept from a special celebration, or a piece of chalk you kept after getting lost in a maze.
+Perhaps you have a flask of wine, kept from a special celebration, or a piece of chalk you kept after getting lost in a maze.
 
-  \begin{itemize}
-  \item The dungeon paths seem infinite, but you've come prepared.
-  After getting trapped in the king's endless prison rooms, you've always carried a piece of chalk to mark your route when there are no other markings.
-  \item The guards don't fancy letting some random wanderers through the door, but you've been saving a small bottle of dwarvish spirits for a special occasion, gifted by your family's dwarvish friend.
-  With a bit of water, it should be strong enough for all four of them.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item The dungeon paths seem infinite, but you've come prepared.
+After getting trapped in the king's endless prison rooms, you've always carried a piece of chalk to mark your route when there are no other markings.
+\item The guards don't fancy letting some random wanderers through the door, but you've been saving a small bottle of dwarvish spirits for a special occasion, gifted by your family's dwarvish friend.
+With a bit of water, it should be strong enough for all four of them.
+\end{itemize}
 
 \story{1}{Old Friend}
 \label{sharedstories}%
@@ -204,17 +185,15 @@ If you are both of noble heritage, any money you get must be divided between you
 If you are both friends with a skilled armourer, they will only be able to repair one piece of armour at a time.%
 \footnote{This Story is transitive and symmetrical, so if player A shares a background with player B and player B shares a background with player C then player C also shares a background with player A.}
 
-\iftoggle{verbose}{%
-  \begin{itemize}
-  \item
-  When the game starts, you pick another character as a cousin.
-  When you declare you know elvish, the other character does as well.
-  Soon after, you both decide to return home, and get a royal welcome from the entire village.
-  \item
-  When a fellow \gls{pc} dies, someone needs to introduce a new character for them to return as.
-  You spend 2 \glspl{storypoint}, as per \nameref{oldFriend}, and declare him your brother.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item
+When the game starts, you pick another character as a cousin.
+When you declare you know elvish, the other character does as well.
+Soon after, you both decide to return home, and get a royal welcome from the entire village.
+\item
+When a fellow \gls{pc} dies, someone needs to introduce a new character for them to return as.
+You spend 2 \glspl{storypoint}, as per \nameref{oldFriend}, and declare him your brother.
+\end{itemize}
 
 \index{Mana Lakes}
 \story{1}{The Mana Lake}
@@ -224,14 +203,12 @@ If the spot has a guardian then they are friendly to you.
 The place will not necessarily help you hide or defend yourself unless you are also spending \glspl{storypoint} to make it a place to rest.
 \footnote{Those following the Code of Experience gain no \glsentrytext{xp} for finding this location.}
 
-\iftoggle{verbose}{%
-  \begin{itemize}
-  \item After the battle, nobody has a drip of mana left, but you recall a nearby grove of elves, centred around a mana well.
-  They helped you out last time you had to run away from the law, and you're hoping they'll help you again.
-  \item You have the perfect idea for an artefact to help the town, but it will need a constant supply of mana.
-  You remember the local temple has a mana font, and the local priest of war -- Lucretius -- owes you a favour from that time you defended the temple from a drunken rabble trying to steal weapons.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item After the battle, nobody has a drip of mana left, but you recall a nearby grove of elves, centred around a mana well.
+They helped you out last time you had to run away from the law, and you're hoping they'll help you again.
+\item You have the perfect idea for an artefact to help the town, but it will need a constant supply of mana.
+You remember the local temple has a mana font, and the local priest of war -- Lucretius -- owes you a favour from that time you defended the temple from a drunken rabble trying to steal weapons.
+\end{itemize}
 
 \story{1}{The Old Friend}
 \label{oldFriend}
@@ -239,19 +216,15 @@ You know someone in town who has just the skills you are all looking for.
 
 The player can make this character themselves, just like a normal character, but cannot purchase Combat, Projectiles or \glspl{fp}.
 The \gls{npc} begins with either 50 \glspl{xp}, or half the \glspl{xp} of whichever party member has the most (whichever is higher).
-\iftoggle{verbose}{%
-  So if one of the \glspl{pc} has 115 \glspl{xp}, the \gls{npc} would begin with 58 \glspl{xp}.
-}{}
+So if one of the \glspl{pc} has 115 \glspl{xp}, the \gls{npc} would begin with 58 \glspl{xp}.
 
-\iftoggle{verbose}{
-  This is a particularly important story, as these form the secondary characters which players can use if their first characters die.
+This is a particularly important story, as these form the secondary characters which players can use if their first characters die.
 
-  \begin{itemize}
-  \item Everyone wants to buy expensive chainmail, and your dwarvish friend just so happens to have retired here, selling top-quality armours of all types.
-  \item The party needs an expert tracker, and on the road you meet your brother.
-  He never liked people, so once he got out of the military, he began working independently as a bounty hunter.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item Everyone wants to buy expensive chainmail, and your dwarvish friend just so happens to have retired here, selling top-quality armours of all types.
+\item The party needs an expert tracker, and on the road you meet your brother.
+He never liked people, so once he got out of the military, he began working independently as a bounty hunter.
+\end{itemize}
 
 \story{2}{The Ally}
 
@@ -267,16 +240,14 @@ These martial allies can accompany groups on dangerous missions.
 You know of a secluded and secret location where you will be safe.
 If your safe space is ever invaded due to events outside your control, you receive both Story points back if it is within the same session or 1 Story point back if it during a later session where the same place is used again.
 
-\iftoggle{verbose}{%
-  \begin{itemize}
-  \item The guards may be chasing after you, but the Mincing Pig is nearby.  It's famous for some nasty customers and a deep cellar where even the town guard don't want to enter.
-  It's been your regular bar since you were twelve years old, and you're sure they'll put you up.
-  \item The goblins have found your tracks, and they'll catch up soon.
-  However, you recall a nearby cave in the forest where you slept the last time you came through here on a mission with the other guards.
-  \item The bandits are catching up soon, but you recall a walled village nearby.
-  Your grandfather was the chief noble before he died, and you're hoping the guards remember you, despite your new beard.
-  \end{itemize}
-}{}
+\begin{itemize}
+\item The guards may be chasing after you, but the Mincing Pig is nearby.  It's famous for some nasty customers and a deep cellar where even the town guard don't want to enter.
+It's been your regular bar since you were twelve years old, and you're sure they'll put you up.
+\item The goblins have found your tracks, and they'll catch up soon.
+However, you recall a nearby cave in the forest where you slept the last time you came through here on a mission with the other guards.
+\item The bandits are catching up soon, but you recall a walled village nearby.
+Your grandfather was the chief noble before he died, and you're hoping the guards remember you, despite your new beard.
+\end{itemize}
 
 \iftoggle{aif}
 {
@@ -306,7 +277,6 @@ If your safe space is ever invaded due to events outside your control, you recei
   The total amount obtained is $2D6 \times 10$ gold pieces.%
   \footnote{Those following the Code of Acquisition gain no \gls{xp} for gaining gold through \glspl{storypoint}.}
 
-  \iftoggle{verbose}{%
     \begin{itemize}
     \item When you were back in the military, you and the platoon raided a rich person's house, stole a lot of items, then buried the valuables.
     You all swore not to return to the treasure for five years, but you need the money badly.
@@ -315,7 +285,6 @@ If your safe space is ever invaded due to events outside your control, you recei
     \item You found the local noble was hoarding illegal magical items, and you agreed to keep quiet for money.
     It's time to ask for a little more hush money.
     \end{itemize}
-  }{}
 }
 
 \end{multicols}
-- 
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