diff --git a/systems.tex b/systems.tex
index 3a5105156f745785f7271d2ac8c1534ed0261dc2..5398f7aad463652c67cb1e47084e7fb9d3078a6c 100644
--- a/systems.tex
+++ b/systems.tex
@@ -2,28 +2,66 @@
 
 \label{skill_uses}
 
-\section{Small Systems}
+\section{Activities}
 
 \begin{multicols}{2}
 
-Below are some examples of using skills.
-None of them should be considered rules -- just ideas for \glspl{gm} to make rulings.
+\subsection{Breaking Things}
 
-\subsection{Academics}
+\paragraph{Breaking in a door} -- Strength + Crafts, \gls{tn} 10.
+A tie could indicate that the door has a massive hole in the middle, and a broken lock, allowing a sufficiently small person to squeeze through.
 
-\paragraph{Area knowledge } -- Intelligence + Academics.
-The character recalls local information about important sites.
-Cities are TN 6, Towns are 8, and villages are 12.
+\paragraph{Excavation} -- Strength + Caving.
+The \gls{tn} varies greatly, depending upon the type of rock.
+
+\subsection{Downtime Activities}
+
+\paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4.
+\label{poison}\index{Poisons}
+
+Each Margin inflicts 1 \gls{fatigue} on the target by the end of the interval.
+
+\paragraph{Crafting a sword} -- Strength + Crafts, TN 11.
+This requires equipment, such as moulds, and a long night.
+It also requires a single level of the Combat Skill.
+
+A tie could indicate a completed sword, with a shattered mould.
+
+\paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 1 for each of the weapon's bonuses.
+
+Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools.
+
+\paragraph{Creating quiet, full plate armour} -- Intelligence + Crafts, TN 15.
+Moulding silent plate requires planning from the outset -- existing armour cannot be properly modified.
+The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1.
+
+Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
 
-\paragraph{Forgery} -- Dexterity + Academics, TN 8 for a signature (vs the interpreter's Wits + Academics).
+\paragraph{Composing a new song} -- Intelligence + Performance, \gls{tn} 10.
+
+\paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Brawl.
+
+\subsection{News \& Information}
 
 \label{magicidentification}
-\paragraph{Identifying Items} -- Intelligence + Academics, TN 10 (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
+\paragraph{Identifying arcane items} -- Intelligence + Academics, TN 10 (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
 Magical items which do not come with instructions often remain enigmas.
 
 A successful rolls allows someone to identify how to activate an item, but the roll requires a Margin of 2 to understand its effects.
 Therefore, rolling a 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
 
+\paragraph{Investigating a rumour} -- Charisma + Vigilance.
+
+\paragraph{Storytelling} -- Charisma + Academics.
+
+\subsection{Schemes \& Plots}
+
+\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance TN 7, vs opponent's Intelligence + Academics.
+
+\paragraph{Forgery} -- Dexterity + Academics, \gls{tn} 8 for a signature (vs the interpreter's Wits + Academics).
+
+\paragraph{Hide fast!} -- Wits + Stealth.
+
 \paragraph{Letter sealing} -- Dexterity + Academics, \gls{tn} 9.
 \label{letterSealing}
 Proper seals have more than a blob of wax to keep them safe.
@@ -34,76 +72,42 @@ A tie indicates nothing special -- but of course opening the letter won't be qui
 
 Opening such a letter and resealing it properly requires an Intelligence + Academics roll, at \gls{tn} 14, plus the margin of whoever sealed the letter originally.
 
-\paragraph{Storytelling} -- Charisma + Academics.
-
-\subsection{Athletics}
+\paragraph{Picking a lock} -- Intelligence + Larceny.
+The TN varies from 10 to 18, depending upon the lock's complexity.
+\index{Lockpicking}
+A tie usually indicates that the lock breaks in an obvious manner.
 
-\paragraph{Climbing} -- Speed + Athletics.
+\paragraph{Quick thinking lies} -- Wits + Deceit, TN 10.
+Success indicates the lie sounds plausible.
+A tie indicates the lie only sounds plausible until one thinks about it.
 
-\paragraph{Planning the best climb up a mountain} -- Intelligence + Athletics.
-A successful roll can lower the TN for others scaling a mountain equal to a third of the roll's Margin.
+\paragraph{Well planned lie} -- Intelligence + Deceit, TN 7.
+A tie might indicate that the lie has become too convoluted, and the character has become trapped in additional premises.
 
-\subsection{Caving}
+\subsection{Survival}
 
-\paragraph{Excavation} -- Strength + Caving.
-The \gls{tn} varies greatly, depending upon the type of rock.
+\paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, TN 7 plus the Damage which caused the bleeding.
+Each Margin stops 1 point.
+For example, someone stabs a man, inflicting 4 Damage, which then starts to bleed.
+This could cause 4 \glspl{fatigue} in bleeding, and is TN ($7 + 4 = $) 11 to stop.
+A healer rolls a grand total of 12, which stops one point of bleeding, so the man only gains 3 \glspl{fatigue}.
 
 \paragraph{Black-Walking} -- Dexterity + Caving, \gls{tn} 8.
 Despite every caver insisting on good supplies, even if they have a good store of alcohol to light smoke-free lamps, even the experts will wind up in the dark sometimes.
 Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
 
-\paragraph{Detect sloping passages} -- Wits + Caving.
-Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface.
-
-Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times.
-
-Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much.
-
-\paragraph{Detecting Weakness} -- Intelligence + Caving, \gls{tn} 9.
-Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall.
-
-\paragraph{Placing Fires} -- Intelligence + Caving, \gls{tn} 8.
-A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly.
-Of course, this provides an excellent weapon of war if one can do it properly.
-Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising.
-
-\subsection{Crafts}
-
-\paragraph{Breaking in a door} -- Strength + Crafts, \gls{tn} 10.
-
-A tie could indicate that the door has a massive hole in the middle, and a broken lock, allowing a sufficiently small person to squeeze through.
-
-\paragraph{Crafting a sword} -- Strength + Crafts, TN 11.
-This requires equipment, such as moulds, and a long night.
-It also requires a single level of the Combat Skill.
-
-A tie could indicate a completed sword, with a shattered mould.
-
-\paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 1 for each of the weapon's bonuses.
+\paragraph{Building a shelter} -- Intelligence + Wyldcrafting, TN 11.
+Each point on the Margin allows an additional person to sleep inside the shelter.
 
-Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools.
+A tie indicates that the shelter holds for a few hours, then collapses.
 
-\paragraph{Creating quiet, full plate armour} -- Intelligence + Crafts, TN 15.
-Moulding silent plate requires planning from the outset -- existing armour cannot be properly modified.
-The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills.
+\paragraph{Curing a poison} -- Wits + Medicine, TN 10.
 
-Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
+Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
+Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
 
-\begin{figure*}[b!]
-  \begin{nametable}[YYYl]{Larceny Roll}
-    \textbf{Village} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
-    \hline
-     17 & 15 & 14 & $2D6 \times 20$ \gls{cp} from a noble's servant. \\
-     16 & 14 & 13 & $2D6 \times 15$ \gls{cp} from a traveller. \\
-     15 & 13 & 12 & $2D6 \times 10$ \gls{cp} from a trader. \\
-     14 & 12 & 11 & $2D6 \times 5$ \gls{cp} from an old lady. \\
-     13 & 11 & 10 & No good targets found \\
-     12 & 10 & 9 & Caught red handed! -- roll a `snatch and run'. \\
-     11 & 9 & 8 & Caught red handed and surrounded! \\
-  \end{nametable}
-\end{figure*}
 
-\subsection{Empathy}
+\subsection{Town Activities}
 
 \paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9.
 
@@ -120,6 +124,25 @@ Given the stakes, people mostly try to hire others based on previous experience.
 
 A tie generally indicates noticing a serious problem with purchased services\ldots just after the purchase completes.
 
+\paragraph{Picking a pocket} -- Dexterity + Larceny, TN 12 plus the target's Wits + Vigilance.
+\index{Pickpocketing}
+
+Stealing in larger, more populated areas, affords many more opportunities, while small villages, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raise the \gls{tn} significantly.
+
+A tie means the character gets the item, but the victim immediately notices the crime.
+
+\begin{nametable}[cccL]{Larceny Roll}
+  \textbf{Village} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
+  \hline
+   17 & 15 & 14 & $2D6 \times 20$ \gls{cp} from a noble's servant. \\
+   16 & 14 & 13 & $2D6 \times 15$ \gls{cp} from a traveller. \\
+   15 & 13 & 12 & $2D6 \times 10$ \gls{cp} from a trader. \\
+   14 & 12 & 11 & $2D6 \times 5$ \gls{cp} from an old lady. \\
+   13 & 11 & 10 & No good targets found \\
+   12 & 10 & 9 & Caught red handed! -- roll a `snatch and run'. \\
+   11 & 9 & 8 & Caught red handed and surrounded! \\
+\end{nametable}
+
 \paragraph{Requesting dangerous jobs} -- Charisma + Empathy.
 
 \sidebox{
@@ -145,84 +168,18 @@ This includes murder, crafting poisons, selling illegal items, et c.
 
 Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
 
-\subsection{Deceit}
-
-\paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy.
-\index{Intimidation}
-
-\paragraph{Quick thinking lies} -- Wits + Deceit, TN 10.
-Success indicates the lie sounds plausible.
-A tie indicates the lie only sounds plausible until one thinks about it.
-
-\paragraph{Well planned lie} -- Intelligence + Deceit, TN 7.
-A tie might indicate that the lie has become too convoluted, and the character has become trapped in additional premises.
-
-\subsection{Medicine}
-
-\paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4.
-\label{poison}\index{Poisons}
-
-Each Margin inflicts 1 \gls{fatigue} on the target by the end of the interval.
-
-\paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, TN 7 plus the Damage which caused the bleeding.
-Each Margin stops 1 point.
-For example, someone stabs a man, inflicting 4 Damage, which then starts to bleed.
-This could cause 4 \glspl{fatigue} in bleeding, and is TN ($7 + 4 = $) 11 to stop.
-A healer rolls a grand total of 12, which stops one point of bleeding, so the man only gains 3 \glspl{fatigue}.
-
-\paragraph{Curing a poison} -- Wits + Medicine, TN 10.
-
-Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
-Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
-
-\subsection{Larceny}
-
-\paragraph{Picking a lock} -- Intelligence + Larceny.
-The TN varies from 10 to 18, depending upon the lock's complexity.
-\index{Lockpicking}
-A tie usually indicates that the lock breaks in an obvious manner.
-
-\paragraph{Picking a pocket} -- Dexterity + Larceny, TN 12 plus the target's Wits + Vigilance.
-\index{Pickpocketing}
-
-Stealing in larger, more populated areas, affords many more opportunities, while small villages, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raise the \gls{tn} significantly.
-
-A tie means the character gets the item, but the victim immediately notices the crime.
-
 \paragraph{Snatch and run} -- Speed + Larceny TN 7, vs the target's Speed + Vigilance.
 
-\subsection{Performance}
-
-\paragraph{Complex recital} -- Dexterity + Performance.
+\subsection{Travel}
 
-\paragraph{Creating a new piece} -- Intelligence + Performance, TN 8.
-
-\paragraph{Slow recital} -- Charisma + Performance, TN 11.
-
-\paragraph{Rap battle} -- Wits + Performance, vs opponent's Wits + Performance.
-
-\subsection{Seafaring}
-\index{Sailing}
+\paragraph{Area knowledge } -- Intelligence + Academics.
+The character recalls local information about important sites.
+Cities are TN 7, Towns are 9, and villages are 13.
 
 \paragraph{Fording a rapid river} -- Strength + Seafaring, \gls{tn} 9.
 
-\paragraph{Mending a sail} -- Dexterity + Seafaring.
-
-\paragraph{Navigation by starlight} -- Intelligence + Seafaring, \gls{tn} 10.
-
-\subsection{Stealth}
-
-\paragraph{Ambush} -- Intelligence + Stealth, TN 10 for villages, 12 for a town, and 8 for a forest.
-\index{Ambushes}
-
-\paragraph{Finding a hiding spot} -- Wits + Stealth.
-
-\paragraph{Planning a hidden route into a castle} -- Intelligence + Stealth.
-
-\begin{figure*}[t]
-
   \begin{nametable}[ccX]{Gathering Table}
-    Tundra & Forest & Result \\\hline
+    \textbf{Tundra} & \textbf{Forest} & \textbf{Result} \\\hline
     11  & 10+ & Food for one, +1 per margin. \\
     10  & 9 & Nothing found. \\
     8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\
@@ -234,58 +191,80 @@ A tie means the character gets the item, but the victim immediately notices the
     < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each interval until you find a cure (Intelligence + Medicine, \gls{tn} 8). \\
   \end{nametable}
 
-\end{figure*}
-
-\subsection{Tactics}
-
-\paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics.
-
-Success adds a number of AP equal to the tactician's Tactics Skill, to everyone on the tactician's side on the first round.
-A tie adds the AP, but on the second round (the plan takes a moment to get started).
-
-\subsection{Vigilance}
+\index{Gathering Food}\index{Food}
+\paragraph{Gathering Food} -- Wits + Wyldcrafting.
+Groups can forage while on the road, but taking a resting action requires devoting a full segment of the day to focussing on foraging (see \autopageref{intervals}).
+Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts.
 
 \paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, TN 7.
 
-\paragraph{Finding a small opening in the dark} -- Dexterity + Vigilance.
-
-\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, TN 9.
+\paragraph{Climbing} -- Speed + Athletics.
 
-\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance TN 7, vs opponent's Intelligence + Academics.
+\paragraph{Detect sloping passages} -- Wits + Caving.
+Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface.
 
-\subsection{Wyldcrafting}
+Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times.
 
-\paragraph{Building a shelter} -- Intelligence + Wyldcrafting, TN 11.
-Each point on the Margin allows an additional person to sleep inside the shelter.
+Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much.
 
-A tie indicates that the shelter holds for a few hours, then collapses.
+\paragraph{Detecting tunnel weaknesses} -- Intelligence + Caving, \gls{tn} 9.
+Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall.
 
-\paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Brawl.
+\paragraph{Mending a sail} -- Dexterity + Seafaring.
 
-\index{Gathering Food}\index{Food}
-\paragraph{Gathering Food} -- Wits + Wyldcrafting.
-Groups can forage while on the road, but taking a resting action requires devoting a full segment of the day to focussing on foraging (see \autopageref{intervals}).
-Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts.
+\paragraph{Navigation open oceans} -- Intelligence + Seafaring, \gls{tn} 10.
+\index{Navigation}
+\index{Sailing}
 
-\paragraph{Navigation} -- Intelligence + Wyldcrafting.
+\paragraph{Navigating on land} -- Intelligence + Wyldcrafting.
 \index{Navigation}
 \index{Marching}
 \label{marching}
 \begin{itemize}
 
   \item
-    Mountains are \gls{tn} 9.
+    Mountains are \gls{tn} 8.
   \item
-    Forests are \gls{tn} 12.
+    Forests are \gls{tn} 11.
   \item
-    Marshes are \gls{tn} 13.
+    Marshes are \gls{tn} 12.
 
 \end{itemize}
 
 Each failure margin adds 2 Miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
 If the roll is an 8, the actual journey would be 18 miles.
 
-\paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Brawl.
+
+\paragraph{Placing fires} -- Intelligence + Caving, \gls{tn} 8.
+A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly.
+Of course, this provides an excellent weapon of war if one can do it properly.
+Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising.
+
+\paragraph{Planning the best climb up a mountain} -- Intelligence + Athletics.
+A successful roll can lower the TN for others scaling a mountain equal to a third of the roll's Margin.
+
+\subsection{War \& Battery}
+
+\index{Ambushes}
+\paragraph{Planning an ambush} -- Intelligence + Stealth, \gls{tn} 10 for villages, 12 for a town, and 8 for a forest.
+Success indicates that everyone in the party can make a `Sneak Attack' roll.%
+\footnote{\nameref{sneakattack}, \autopageref{sneakattack}.}
+
+\paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Brawl.
+
+\paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy.
+\index{Intimidation}
+
+\paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics.
+
+Success adds a number of \glspl{ap} equal to the tactician's Tactics Skill, to everyone on the tactician's side on the first round.
+A tie adds the \glspl{ap} to both sides.
+
+\paragraph{Planning a hidden route into a castle} -- Intelligence + Stealth.
+
+\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, TN 9 plus the enemy's Wits + Vigilance.
+A tie indicates someone spotted you before you got away.
+Failure indicates not getting away.
 
 \end{multicols}