diff --git a/First_Blood.tex b/First_Blood.tex
index 3e9eb86c8b6a338de8e47ab91227e51cd530ba2f..87206796392ec3d29afdd9fbb2252071645c688a 100644
--- a/First_Blood.tex
+++ b/First_Blood.tex
@@ -1122,7 +1122,7 @@ In all cases there is an optimal configuration which will itself depend upon the
 
 \begin{wraptable}[20]{r}{.4\textwidth}
 
-\vspace{-2cm}
+\vspace{-3cm}
 
 \initiativechart
 
@@ -1136,7 +1136,7 @@ Everyone on an Initiative score of at least 1 will have enough time for a full a
 
 Heavy weapons are those with a Weight Rating of -1 or greater. Smaller weapons, those with a Weight Rating of -2 or less, and brawling attacks with fists, all count as light weapons.
 
-\subsection{Quick Actions}
+\subsubsection{Quick Actions}
 
 \gls{quickaction} can interrupt the usual Initiative priorities. Any time someone attempts a Quick Action, they take their action immediately, even if they have a negative Initiative score. If two characters interrupt the Initiative flow with Quick Actions then whoever currently has the highest Initiative Score goes first.
 
@@ -1424,7 +1424,7 @@ Armour can cover more or less of a character, and therefore comes with three rat
 \subsection{Vitals Shots}\label{vitals}\index{Combat!Vitals Shots}
 
 \iftoggle{verbose}{
-	\sidepic{3}{Roch_Hercka/vitals_shot.jpg}
+	\sidepic{5}{Roch_Hercka/vitals_shot.jpg}
 }{}
 
 When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates. To get a Vitals Shot, one simply needs to roll high enough over the creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.