From c44dc591f32ba74d9fa9d7f002e89263163ce63e Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sat, 31 Dec 2022 19:30:47 +0000
Subject: [PATCH] replace tabs with spaces

---
 CS/GS.tex             |  50 ++--
 CS/init.tex           |  14 +-
 CS/overview.tex       |  64 +++---
 appendix.tex          |  92 ++++----
 cc.tex                |  98 ++++----
 codes.tex             | 378 +++++++++++++++---------------
 combat.tex            | 522 +++++++++++++++++++++---------------------
 glossary.tex          | 324 +++++++++++++-------------
 gm.tex                | 190 +++++++--------
 intro.tex             |  24 +-
 knacks.tex            |  24 +-
 magic.tex             |  74 +++---
 main.tex              |   4 +-
 races.tex             |  14 +-
 rules.tex             | 298 ++++++++++++------------
 spheres.tex           | 214 ++++++++---------
 stories.tex           | 148 ++++++------
 story/10-combat.tex   |  16 +-
 story/11-ram.tex      |  44 ++--
 story/16-stories.tex  |  72 +++---
 story/4-rolls.tex     |   2 +-
 story/5-resting.tex   |  12 +-
 story/7-resisted.tex  |  34 +--
 story/8-hiding.tex    |  36 +--
 story/9-rations.tex   |   8 +-
 story/cc.tex          |   6 +-
 story/encumbrance.tex |   4 +-
 27 files changed, 1383 insertions(+), 1383 deletions(-)

diff --git a/CS/GS.tex b/CS/GS.tex
index 216fd6fe..096259d2 100644
--- a/CS/GS.tex
+++ b/CS/GS.tex
@@ -19,55 +19,55 @@
    }
 ]
 
-	%\posterbox[adjusted title=Campaign]{name=pcs,column=4,row=1,span=2,rowspan=2}{}
+  %\posterbox[adjusted title=Campaign]{name=pcs,column=4,row=1,span=2,rowspan=2}{}
 
-	\posterbox[adjusted title=Campaign]{name=campaign,column=1,row=1,span=10,rowspan=2}{
+  \posterbox[adjusted title=Campaign]{name=campaign,column=1,row=1,span=10,rowspan=2}{
 
-		\large
-		Premise:
+    \large
+    Premise:
 
-		Season: 
+    Season: 
 
-		Area:
-		
-		}
+    Area:
+    
+    }
 
-	\posterbox[adjusted title=Situation]{name=situation,column=11,row=1,span=16,rowspan=2}{}
+  \posterbox[adjusted title=Situation]{name=situation,column=11,row=1,span=16,rowspan=2}{}
 
 %---
 
 
-	\posterbox[adjusted title=Player Characters]{name=pcs,column=1,row=3,span=26,rowspan=2}{
+  \posterbox[adjusted title=Player Characters]{name=pcs,column=1,row=3,span=26,rowspan=2}{
 
-		\begin{tabular}{l|l|l|l}
+    \begin{tabular}{l|l|l|l}
 
-			Player & Character & Concept & Notes \\\hline
+      Player & Character & Concept & Notes \\\hline
 
-		\end{tabular}
-		}
+    \end{tabular}
+    }
 
 %---
 
-	\posterbox[adjusted title=Encounters]{name=encounters,column=1,row=5,span=15,rowspan=4}{}
+  \posterbox[adjusted title=Encounters]{name=encounters,column=1,row=5,span=15,rowspan=4}{}
 
 %---
 
-	\posterbox[adjusted title=Non Players Characters]{name=npcs,column=16,row=5,span=11,rowspan=4}{}
+  \posterbox[adjusted title=Non Players Characters]{name=npcs,column=16,row=5,span=11,rowspan=4}{}
 
-	\posterbox[adjusted title=Notes]{name=notes,column=1,row=9,span=26,rowspan=3}{}
+  \posterbox[adjusted title=Notes]{name=notes,column=1,row=9,span=26,rowspan=3}{}
 
-	%----
-		\setcounter{track}{18}
-		\posterbox{name=track,column=27,row=1,span=3,rowspan=11}{
-			{\large
+  %----
+    \setcounter{track}{18}
+    \posterbox{name=track,column=27,row=1,span=3,rowspan=11}{
+      {\large
 
-			\Repeat{18}{\tracker
-			}
+      \Repeat{18}{\tracker
+      }
 
 
-			}
+      }
 
-			}
+      }
 
 %----
 
diff --git a/CS/init.tex b/CS/init.tex
index 8ba89334..6bc014c1 100644
--- a/CS/init.tex
+++ b/CS/init.tex
@@ -34,17 +34,17 @@
 }
 %----
 
-		\setcounter{track}{18}
-		\posterbox{name=track,column=6,row=1,span=1,rowspan=12}{ 
-			{\large
+    \setcounter{track}{18}
+    \posterbox{name=track,column=6,row=1,span=1,rowspan=12}{ 
+      {\large
 
-			\Repeat{18}{\tracker
-			}
+      \Repeat{18}{\tracker
+      }
 
 
-			}
+      }
 
-			}
+      }
 
 
 %----
diff --git a/CS/overview.tex b/CS/overview.tex
index 524240d0..826cf458 100644
--- a/CS/overview.tex
+++ b/CS/overview.tex
@@ -11,9 +11,9 @@ For most actions:
 
 \begin{itemize}
 
-	\item{The player says ``I jump over the wall''.}
-	\item{The GM replies ``Roll 2D6 and add your Speed + Athletics'' at Target Number 9.}
-	\item{If the roll gets 9 or more, the action succeeds.}
+  \item{The player says ``I jump over the wall''.}
+  \item{The GM replies ``Roll 2D6 and add your Speed + Athletics'' at Target Number 9.}
+  \item{If the roll gets 9 or more, the action succeeds.}
 
 \end{itemize}
 
@@ -23,8 +23,8 @@ When many characters do the same thing:
 
 \begin{itemize}
 
-	\item{One player rolls 2D6.}
-	\item{Everyone adds their own Attribute + Skill to the same roll to get their own result.}
+  \item{One player rolls 2D6.}
+  \item{Everyone adds their own Attribute + Skill to the same roll to get their own result.}
 
 \end{itemize}
 
@@ -34,9 +34,9 @@ When working together helps:
 
 \begin{itemize}
 
-	\item{One player rolls, as above.}
-	\item{The character with the highest score adds to the roll.}
-	\item{The second highest score adds half their score, the third adds a quarter, and so on.}
+  \item{One player rolls, as above.}
+  \item{The character with the highest score adds to the roll.}
+  \item{The second highest score adds half their score, the third adds a quarter, and so on.}
 
 \end{itemize}
 
@@ -46,8 +46,8 @@ When enemies push back:
 
 \begin{itemize}
 
-	\item{The basic TN is usually 7.}
-	\item{The opponent roll adds their Attribute + Skill to the TN.}
+  \item{The basic TN is usually 7.}
+  \item{The opponent roll adds their Attribute + Skill to the TN.}
 
 \end{itemize}
 
@@ -57,8 +57,8 @@ If you can take your time doing something:
 
 \begin{itemize}
 
-	\item{Set one of your dice to `6' and roll the other one.}
-	
+  \item{Set one of your dice to `6' and roll the other one.}
+  
 \end{itemize}
 
 \subsection{Combat}
@@ -67,9 +67,9 @@ If you can take your time doing something:
 
 \begin{itemize}
 
-	\item{Make a group roll of Speed + any weapon Bonus.}
-	\item{Make a note of your Initiative score.}
-	\item{When the GM shouts out your Initiative, spend Initiative to act.}
+  \item{Make a group roll of Speed + any weapon Bonus.}
+  \item{Make a note of your Initiative score.}
+  \item{When the GM shouts out your Initiative, spend Initiative to act.}
 
 \end{itemize}
 
@@ -77,11 +77,11 @@ If you can take your time doing something:
 
 \begin{itemize}
 
-	\item{Attack by rolling 2D6 plus your Combat score.}
-	\item{Light weapons, such as daggers, cost 4 Initiative to use.}
-	\item{Medium weapons, such as swords, cost 6 Initiative to use.}
-	\item{You can guard allies at the cost of 2 Initiative if you are close, so all attacks must go through you first.}
-	\item{Spells cost 3 Initiative, plus their level to use.}
+  \item{Attack by rolling 2D6 plus your Combat score.}
+  \item{Light weapons, such as daggers, cost 4 Initiative to use.}
+  \item{Medium weapons, such as swords, cost 6 Initiative to use.}
+  \item{You can guard allies at the cost of 2 Initiative if you are close, so all attacks must go through you first.}
+  \item{Spells cost 3 Initiative, plus their level to use.}
 
 \end{itemize}
 
@@ -89,8 +89,8 @@ If you can take your time doing something:
 
 \begin{itemize}
 
-	\item{When someone attacks, roll 2D6 against the Target Number.}
-	\item{You can spend 2 Initiative to focus on defence, and add your Dexterity plus any weapon bonus.}
+  \item{When someone attacks, roll 2D6 against the Target Number.}
+  \item{You can spend 2 Initiative to focus on defence, and add your Dexterity plus any weapon bonus.}
 
 \end{itemize}
 
@@ -101,10 +101,10 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
 
 \begin{itemize}
 
-	\item{Defence uses your Dexterity + weapon bonus.}
-	\item{Keep Edgy so you don't get surprised by missiles.}
-	\item{Move 3 Squares + your Speed (only once per turn).}
-	\item{Speak.}
+  \item{Defence uses your Dexterity + weapon bonus.}
+  \item{Keep Edgy so you don't get surprised by missiles.}
+  \item{Move 3 Squares + your Speed (only once per turn).}
+  \item{Speak.}
 
 \end{itemize}
 
@@ -114,8 +114,8 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
 
 \begin{itemize}
 
-	\item{Spend MP equal to the spell's level.}
-	\item{Roll Intelligence + some Skill}
+  \item{Spend MP equal to the spell's level.}
+  \item{Roll Intelligence + some Skill}
 
 \end{itemize}
 
@@ -123,10 +123,10 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
 
 \begin{itemize}
 
-	\item{Standard spells require 1 round to cast per 2 levels.}
-	\item{\textit{Fast} spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.
-	However, they must be cast at 1 level higher.}
-	\item{Ritual spells require a full, uninterrupted scene to cast, and count as \textit{Resting Actions}.}
+  \item{Standard spells require 1 round to cast per 2 levels.}
+  \item{\textit{Fast} spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.
+  However, they must be cast at 1 level higher.}
+  \item{Ritual spells require a full, uninterrupted scene to cast, and count as \textit{Resting Actions}.}
 
 \end{itemize}
 
diff --git a/appendix.tex b/appendix.tex
index 615c4da5..067d8412 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -22,68 +22,68 @@
 Okay, so you know how to make a character by now.  But just for reference, let's get some procedure down:
 
 \begin{enumerate}
-	\item
-	Roll the dice to determine your race and Attributes.  Page \pageref{character_rolls}.
-	\item
-	Write down a concept and background culture from your campaign.
-	\item
-	Spend 50 \gls{xp} on Attributes, Skills, Knacks, et c., with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}).
-	Page \pageref{xp}.
-	\item
-	Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.
-	\item
-	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all Skills.
-	\item
-	Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.
-	\item
-	Fill in the derived stats.
-	\begin{itemize}
-
-		\item
-		\glspl{hp} are equal to 6 plus your Strength.
-		\item
-		\glspl{fp} are equal to base \glspl{fp} plus Charisma.
-		\item
-		\glspl{mp} are equal to the number of spheres you have times 3, plus your Wits Bonus.
-
-	\end{itemize}
-	\item
-	Start the game.
-	\item
-	Spend \glspl{storypoint} at every opportunity.
+  \item
+  Roll the dice to determine your race and Attributes.  Page \pageref{character_rolls}.
+  \item
+  Write down a concept and background culture from your campaign.
+  \item
+  Spend 50 \gls{xp} on Attributes, Skills, Knacks, et c., with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}).
+  Page \pageref{xp}.
+  \item
+  Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.
+  \item
+  Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all Skills.
+  \item
+  Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.
+  \item
+  Fill in the derived stats.
+  \begin{itemize}
+
+    \item
+    \glspl{hp} are equal to 6 plus your Strength.
+    \item
+    \glspl{fp} are equal to base \glspl{fp} plus Charisma.
+    \item
+    \glspl{mp} are equal to the number of spheres you have times 3, plus your Wits Bonus.
+
+  \end{itemize}
+  \item
+  Start the game.
+  \item
+  Spend \glspl{storypoint} at every opportunity.
 \end{enumerate}
 
 \columnbreak
 
 \begin{xpbox}{B}
 
-	Result & Attribute Bonus \\\hline
+  Result & Attribute Bonus \\\hline
 
-	2 & -3 \\
+  2 & -3 \\
 
-	3 & -2 \\
+  3 & -2 \\
 
-	4-5 & -1 \\
+  4-5 & -1 \\
 
-	6-8 & 0 \\
+  6-8 & 0 \\
 
-	9-10 & +1 \\
+  9-10 & +1 \\
 
-	11 & +2 \\
+  11 & +2 \\
 
-	12 & +3 \\
+  12 & +3 \\
 
-	\end{xpbox}
+  \end{xpbox}
 
 \begin{xpbox}{B}
 
-	Trait & Cost \\\hline
-	Attributes & $5 \times 2^n + 10$ \\
-	Skills & $5 \times (n + 1)$ \\
-	Combat/ Projectiles & $10 \times 2^n$ \\
-	FP Base & $5 \times 2^n + 5$ \\
-	Magic Sphere & $5 \times 2^n + 5$ \\
-	Knack & $5 \times (n + 1)$ \\
+  Trait & Cost \\\hline
+  Attributes & $5 \times 2^n + 10$ \\
+  Skills & $5 \times (n + 1)$ \\
+  Combat/ Projectiles & $10 \times 2^n$ \\
+  FP Base & $5 \times 2^n + 5$ \\
+  Magic Sphere & $5 \times 2^n + 5$ \\
+  Knack & $5 \times (n + 1)$ \\
 
 \end{xpbox}
 
@@ -92,7 +92,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 \chapter{Combat}
 
 \iftoggle{verbose}{
-	\begin{multicols}{2}
+  \begin{multicols}{2}
 }{}
 
 \initiativechart
diff --git a/cc.tex b/cc.tex
index 185f1178..bf91914b 100644
--- a/cc.tex
+++ b/cc.tex
@@ -44,18 +44,18 @@ Otherwise, you fail.
 
 
 \begin{nametable}[clX]{Race}
-	
-	Roll & Race & Adjustments \\\hline
+  
+  Roll & Race & Adjustments \\\hline
 
-	2-3 & Gnoll & \mbox{+1 Strength, +1 Speed,} \mbox{-1 Intelligence, -2 Charisma} \\
+  2-3 & Gnoll & \mbox{+1 Strength, +1 Speed,} \mbox{-1 Intelligence, -2 Charisma} \\
 
-	4-5 & Dwarf & +1 Dexterity, -1 Speed \\
+  4-5 & Dwarf & +1 Dexterity, -1 Speed \\
 
-	6-8 & Human & +1 Strength, -1 Wits \\
+  6-8 & Human & +1 Strength, -1 Wits \\
 
-	9-10 & Elf & +1 Wits, -1 Strength \\
+  9-10 & Elf & +1 Wits, -1 Strength \\
 
-	11-12 & Gnome & \mbox{+1 Intelligence, +1 Dexterity,} \mbox{Strength -2, Speed -1} \\
+  11-12 & Gnome & \mbox{+1 Intelligence, +1 Dexterity,} \mbox{Strength -2, Speed -1} \\
 
 \end{nametable}
 }
@@ -66,15 +66,15 @@ Otherwise, you fail.
 Character creation is random by default -- it helps new players get started quickly.
 
 \iftoggle{verbose}{
-	\toppic{Roch_Hercka/five_races}{\label{roch:races}}
+  \toppic{Roch_Hercka/five_races}{\label{roch:races}}
 
-	\racechart
+  \racechart
 }{
 
-	\begin{figure*}[t!]
-	\footnotesize
-	\racechart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \racechart
+  \end{figure*}
 }
 
 \iftoggle{verbose}{
@@ -130,7 +130,7 @@ suffer only half the usual \glspl{fatigue} from travel.
 \end{multicols}
 
 \iftoggle{verbose}{
-	\pagebreak
+  \pagebreak
 }{}
 
 \section{Attributes}
@@ -141,7 +141,7 @@ suffer only half the usual \glspl{fatigue} from travel.
 These are the basic Traits which characters must use over and over again for every roll.
 
 \iftoggle{verbose}{
-	\input{story/2-cc.tex}
+  \input{story/2-cc.tex}
 }{}
 
 \subsection{Body Attributes}
@@ -151,21 +151,21 @@ These are the basic Traits which characters must use over and over again for eve
 \sidebox[27]{
 \begin{boxtable}[Xc]
 
-	Result & Attribute Bonus \\\hline
+  Result & Attribute Bonus \\\hline
 
-	2 & -3 \\
+  2 & -3 \\
 
-	3 & -2 \\
+  3 & -2 \\
 
-	4-5 & -1 \\
+  4-5 & -1 \\
 
-	6-8 & 0 \\
+  6-8 & 0 \\
 
-	9-10 & +1 \\
+  9-10 & +1 \\
 
-	11 & +2 \\
+  11 & +2 \\
 
-	12 & +3 \\
+  12 & +3 \\
 
 \end{boxtable}
 }
@@ -240,19 +240,19 @@ You'll find some default Traits for `fighters, mages \& rogues', along with note
 
 \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*}
 
@@ -298,21 +298,21 @@ Academics study history, architecture, local politics, literature, and (very com
 This `study of study', can involve reading, mnemonics, and teaching.
 
 \sidebox{
-	\begin{rollchart}
+  \begin{rollchart}
 
-		\glsentrytext{tn} & Question \\\hline
+    \glsentrytext{tn} & Question \\\hline
 
-		7 & Simple \\
+    7 & Simple \\
 
-		10 & Standard \\
+    10 & Standard \\
 
-		13 & Obscure \\
+    13 & Obscure \\
 
-		15 & Secret \\
+    15 & Secret \\
 
-		17 & Dangerous \\
+    17 & Dangerous \\
 
-	\end{rollchart}
+  \end{rollchart}
 
 }
 
@@ -322,17 +322,17 @@ Various shamans practice memorizing long texts and generally consider books to b
 Academics might be mixed with Charisma for storytelling, Wits to pull out just the right information, Intelligence to write well, or even Strength for a loud speech.
 
 \iftoggle{verbose}{
-	\begin{figure*}[b]
-		\begin{boxtext}[title=Rolling with Bad Stats]
+  \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.
+      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*}
+    \end{boxtext}
+  \end{figure*}
 
 }{}
 
diff --git a/codes.tex b/codes.tex
index 2bfed36a..fc5c8c48 100644
--- a/codes.tex
+++ b/codes.tex
@@ -13,23 +13,23 @@ 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.
@@ -65,45 +65,45 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen
 \index{Code!Acquisition}
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
+  \begin{figure*}[t!]
 
-	\begin{footnotesize}
+  \begin{footnotesize}
 }
 \begin{xpchart}{Acquisition}
 
-	1 & Buying an expensive item -- worth 1 gp or more. \\
+  1 & Buying an expensive item -- worth 1 gp or more. \\
 
-	1 & Being greeted deferentially by a stranger. \\
+  1 & Being greeted deferentially by a stranger. \\
 
-	1 & Confirming you are the richest person in a new region. \\
+  1 & Confirming you are the richest person in a new region. \\
 
-	1 & Hiring a new servant. \\
+  1 & Hiring a new servant. \\
 
-	1 & Meeting a famous person. \\
+  1 & Meeting a famous person. \\
 
-	3 & Buying a very expensive item -- at least 10 gp in value. \\
+  3 & Buying a very expensive item -- at least 10 gp in value. \\
 
-	3 & Disarming a potential conflict. \\
+  3 & Disarming a potential conflict. \\
 
-	5 & Starting a new business. \\
+  5 & Starting a new business. \\
 
-	5 & Finding a magical item. \\
+  5 & Finding a magical item. \\
 
-	5 & Gaining a new title such as a guild master or townmaster. \\
+  5 & Gaining a new title such as a guild master or townmaster. \\
 
-	5 & Buying an extremely expensive item -- at least 20 gp in value. \\
+  5 & Buying an extremely expensive item -- at least 20 gp in value. \\
 
-	10 & Marrying into a prestigious family. \\
+  10 & Marrying into a prestigious family. \\
 
-	10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\
+  10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\
 
-	10 & Buying an expensive new home -- at least 200 gp in value. \\
+  10 & Buying an expensive new home -- at least 200 gp in value. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{%
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 The goal of life is acquisition.
@@ -115,45 +115,45 @@ They have a deep sense of needing to be important in the eyes of others, and fin
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[b!]
-	\begin{footnotesize}
+  \begin{figure*}[b!]
+  \begin{footnotesize}
 }
 \begin{xpchart}{\Glsentrytext{joygod}}
 
-	1 & Playing a prank. \\
+  1 & Playing a prank. \\
 
-	1 & Donating at least 1 gp to the church. \\
+  1 & Donating at least 1 gp to the church. \\
 
-	1 & Drinking and eating to excess. \\
+  1 & Drinking and eating to excess. \\
 
-	1 & Making a particularly bad pun. \\
+  1 & Making a particularly bad pun. \\
 
-	1 & Giving food or shelter to the needy. \\
+  1 & Giving food or shelter to the needy. \\
 
-	3 & Winning a drinking competition. \\
+  3 & Winning a drinking competition. \\
 
-	3 & Lifting the spirits of the downtrodden. \\
+  3 & Lifting the spirits of the downtrodden. \\
 
-	3 & Creating a funny song. Requires at least a full night and an Intelligence + Performance action, \gls{tn} 10. \\
+  3 & Creating a funny song. Requires at least a full night and an Intelligence + Performance action, \gls{tn} 10. \\
 
-	3 & Playing a prank set up last session. \\
+  3 & Playing a prank set up last session. \\
 
-	5 & Hosting a feast for a village. \\
+  5 & Hosting a feast for a village. \\
 
-	5 & Creating a new type of alcohol. \\
+  5 & Creating a new type of alcohol. \\
 
-	5 & Saving someone's life. \\
+  5 & Saving someone's life. \\
 
-	10 & Saving a village or larger populated area from destruction. \\
+  10 & Saving a village or larger populated area from destruction. \\
 
-	15 & Playing a prank set more than two sessions ago at the start of the campaign. \\
+  15 & Playing a prank set more than two sessions ago at the start of the campaign. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{%
 }{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -177,45 +177,45 @@ Their mana stone spells are activated by a command word.
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\begin{footnotesize}
+  \begin{figure*}[t!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{\Glsentrytext{knowledgegod}}
 
-	1 & Donating at least 1 gp to the temple. \\
+  1 & Donating at least 1 gp to the temple. \\
 
-	1 & Learning a new secret. \\
+  1 & Learning a new secret. \\
 
-	1 & Correcting someone on world-lore. \\
+  1 & Correcting someone on world-lore. \\
 
-	1 & Gaining a new level in Academics or any sphere in the Path of Alchemy. \\
+  1 & Gaining a new level in Academics or any sphere in the Path of Alchemy. \\
 
-	1 & Remembering an \gls{npc}'s name. \\
+  1 & Remembering an \gls{npc}'s name. \\
 
-	1 & Crafting a new magical item. \\
+  1 & Crafting a new magical item. \\
 
-	1 & Overcoming a tricky situation. \\
+  1 & Overcoming a tricky situation. \\
 
-	3 & Solving a complicated puzzle. \\
+  3 & Solving a complicated puzzle. \\
 
-	5 & Donating at least 10 gp to the temple. \\
+  5 & Donating at least 10 gp to the temple. \\
 
-	5 & Uncovering a conspiracy. \\
+  5 & Uncovering a conspiracy. \\
 
-	10 & Donating at least 100 gp to the temple. \\
+  10 & Donating at least 100 gp to the temple. \\
 
-	10 & Writing an informative book on some topic. Intelligence + Academics is rolled at \gls{tn} 12 during downtime. \\
+  10 & Writing an informative book on some topic. Intelligence + Academics is rolled at \gls{tn} 12 during downtime. \\
 
-	10 & Finding and preserving important knowledge that would otherwise have been destroyed forever. \\
+  10 & Finding and preserving important knowledge that would otherwise have been destroyed forever. \\
 
-	15 & Solving a legendary puzzle. \\
+  15 & Solving a legendary puzzle. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -233,57 +233,57 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word.
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\begin{footnotesize}
+  \begin{figure*}[t!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{Experience}
 
-	1 & Finding a new type of food or drink. \\
+  1 & Finding a new type of food or drink. \\
 
-	1 & Witnessing a flower open. \\
+  1 & Witnessing a flower open. \\
 
-	1 & Seeing a change in Season. \\
+  1 & Seeing a change in Season. \\
 
-	1 & Greeting a new type of humanoid. \\
+  1 & Greeting a new type of humanoid. \\
 
-	1 & Entering a new area, days away from anything seen before. \\
+  1 & Entering a new area, days away from anything seen before. \\
 
-	1 & Hearing a new language. \\
+  1 & Hearing a new language. \\
 
-	1 & Learning a new type of creative skill, such as Crafts or Performance. \\
+  1 & Learning a new type of creative skill, such as Crafts or Performance. \\
 
-	3 & Experiencing any emotion to heights never reached before. \\
+  3 & Experiencing any emotion to heights never reached before. \\
 
-	3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\
+  3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\
 
-	3 & Making a new friend. \\
+  3 & Making a new friend. \\
 
-	3 & Returning home after a long time away. \\
+  3 & Returning home after a long time away. \\
 
-	3 & Finding a mana lake. \\
+  3 & Finding a mana lake. \\
 
-	3 & Seeing a new magical item activate. \\
+  3 & Seeing a new magical item activate. \\
 
-	5 & Experiencing deep tragedy. \\
+  5 & Experiencing deep tragedy. \\
 
-	5 & Taking \gls{hp} Damage for the first time. \\
+  5 & Taking \gls{hp} Damage for the first time. \\
 
-	5 & Falling in love. \\
+  5 & Falling in love. \\
 
-	5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\
+  5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\
 
-	5 & Discovering a lost piece of art or literature. \\
+  5 & Discovering a lost piece of art or literature. \\
 
-	10 & Finding an area lost to all contact for more than a century. \\
+  10 & Finding an area lost to all contact for more than a century. \\
 
-	15 & Finding an area never before visited by people. \\
+  15 & Finding an area never before visited by people. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -298,39 +298,39 @@ The world is here to be lived, to be known, to be connected with. You want all t
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\begin{footnotesize}
+  \begin{figure*}[t!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{\Glsentrytext{naturegod}}
 
-	1 & Donating at least 1 cp to the temple. \\
+  1 & Donating at least 1 cp to the temple. \\
 
-	1 & Hunting one's own food and dedicating it to \glsentrytext{naturegod}. \\
+  1 & Hunting one's own food and dedicating it to \glsentrytext{naturegod}. \\
 
-	1 & Gaining a new level in the Caving, Seafaring, or Wyldcrafting Skills. \\
+  1 & Gaining a new level in the Caving, Seafaring, or Wyldcrafting Skills. \\
 
-	3 & Building a shrine -- requires 3 days work and an Intelligence + Crafts action, \gls{tn} 8. \\
+  3 & Building a shrine -- requires 3 days work and an Intelligence + Crafts action, \gls{tn} 8. \\
 
-	3 & Donating all of one's money to the temple. \\
+  3 & Donating all of one's money to the temple. \\
 
-	3 & Freeing a wild animal from captivity. \\
+  3 & Freeing a wild animal from captivity. \\
 
-	3 & Destroying an `unnatural' creature such as the undead\iftoggle{aif}{, or nura}{}. \\
+  3 & Destroying an `unnatural' creature such as the undead\iftoggle{aif}{, or nura}{}. \\
 
-	5 & Finding a new type of creature. \\
+  5 & Finding a new type of creature. \\
 
-	10 & Composing a song to \gls{naturegod} -- requires an Intelligence + Performance action, \gls{tn} 10. \\
+  10 & Composing a song to \gls{naturegod} -- requires an Intelligence + Performance action, \gls{tn} 10. \\
 
-	10 & Establishing a new temple. \\
+  10 & Establishing a new temple. \\
 
-	15 & Saving some miles of land from being despoiled. \\
+  15 & Saving some miles of land from being despoiled. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 \noindent
@@ -353,55 +353,55 @@ Animals with a spell implanted always activate the spell at their own behest and
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[b!]
-	\begin{footnotesize}
+  \begin{figure*}[b!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{\Gls{wargod}}
 
-	1 & Donating at least 1 gp to the temple. \\
+  1 & Donating at least 1 gp to the temple. \\
 
-	1 & Finding an interesting battle trophy. \\
+  1 & Finding an interesting battle trophy. \\
 
-	1 & Finishing a battle with 0 \gls{fp}. \\
+  1 & Finishing a battle with 0 \gls{fp}. \\
 
-	1 & Finishing a round with -12 Initiative or less. \\
+  1 & Finishing a round with -12 Initiative or less. \\
 
-	1 & Fighting a new type of creature. \\
+  1 & Fighting a new type of creature. \\
 
-	1 & Gaining a new level of the Combat Skill. \\
+  1 & Gaining a new level of the Combat Skill. \\
 
-	1 & Surviving a skirmish while outnumbered. \\
+  1 & Surviving a skirmish while outnumbered. \\
 
-	1 & Going first in the party when entering a dangerous situation. \\
+  1 & Going first in the party when entering a dangerous situation. \\
 
-	3 & Answering a one on one challenge. \\
+  3 & Answering a one on one challenge. \\
 
-	3 & Killing three opponents single handedly in one battle. \\
+  3 & Killing three opponents single handedly in one battle. \\
 
-	3 & Killing a more dangerous opponent than ever before (danger is measured in \gls{xp}). \\
+  3 & Killing a more dangerous opponent than ever before (danger is measured in \gls{xp}). \\
 
-	3 & Surviving a large scale battle while outnumbered. \\
+  3 & Surviving a large scale battle while outnumbered. \\
 
-	5 & Donating at least 10 gp to the temple. \\
+  5 & Donating at least 10 gp to the temple. \\
 
-	5 & Killing five or more opponents single handedly in battle. \\
+  5 & Killing five or more opponents single handedly in battle. \\
 
-	5 & Killing a dangerous opponent (16+ \gls{xp}) single handedly. \\
+  5 & Killing a dangerous opponent (16+ \gls{xp}) single handedly. \\
 
-	10 & Killing a dangerous opponent (10+ \gls{xp}) without wearing armour. \\
+  10 & Killing a dangerous opponent (10+ \gls{xp}) without wearing armour. \\
 
-	10 & Donating at least 100 gp to the temple. \\
+  10 & Donating at least 100 gp to the temple. \\
 
-	10 & Defeating a previously victorious opponent. \\
+  10 & Defeating a previously victorious opponent. \\
 
-	15 & Starting a war. \\
+  15 & Starting a war. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -442,50 +442,50 @@ His temples are few and far between -- a couple of large cities with important p
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\begin{footnotesize}
+  \begin{figure*}[t!]
+  \begin{footnotesize}
 }
 \begin{xpchart}{\Glsentrytext{deathgod}}
 
-	1 & Donating at least 1 gp to the temple. \\
+  1 & Donating at least 1 gp to the temple. \\
 
-	1 & Cursing a dying enemy, to prevent them from achieving a proper afterlife. \\
+  1 & Cursing a dying enemy, to prevent them from achieving a proper afterlife. \\
 
-	1 & Gaining a new level in the Necromancy sphere. \\
+  1 & Gaining a new level in the Necromancy sphere. \\
 
-	1 & Giving someone blessings upon their death bed. \\
+  1 & Giving someone blessings upon their death bed. \\
 
-	1 & Losing \glspl{hp}. \\
+  1 & Losing \glspl{hp}. \\
 
-	1 & Toasting to absent friends. \\
+  1 & Toasting to absent friends. \\
 
-	3 & Performing an outlandish burial, with sacrifices and words appropriate for the deceased. \\
+  3 & Performing an outlandish burial, with sacrifices and words appropriate for the deceased. \\
 
-	3 & Easing the last moments of a dying person. \\
+  3 & Easing the last moments of a dying person. \\
 
-	3 & Erecting a shrine to the dead. Requires an Int + Craft action, \gls{tn} 9, at at least 10 gp. \\
+  3 & Erecting a shrine to the dead. Requires an Int + Craft action, \gls{tn} 9, at at least 10 gp. \\
 
-	3 & Learning the history of a new area. \\
+  3 & Learning the history of a new area. \\
 
-	3 & Protecting the graves of the honoured dead. \\
+  3 & Protecting the graves of the honoured dead. \\
 
-	5 & Donating at least 10 gp to the temple of \gls{deathgod}. \\
+  5 & Donating at least 10 gp to the temple of \gls{deathgod}. \\
 
-	5 & Falling below 0 \gls{hp}. \\
+  5 & Falling below 0 \gls{hp}. \\
 
-	5 & Retrieving a dead body for a proper burial. \\
+  5 & Retrieving a dead body for a proper burial. \\
 
-	10 & Building or funding a grand mausoleum. Takes a year and requires at least 100 gp. \\
+  10 & Building or funding a grand mausoleum. Takes a year and requires at least 100 gp. \\
 
-	10 & Falling below -3 \glspl{hp}. \\
+  10 & Falling below -3 \glspl{hp}. \\
 
-	15 & Falling below -5 \glspl{hp}. \\
+  15 & Falling below -5 \glspl{hp}. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -505,46 +505,46 @@ Spells implanted in those mana stones are always activated by a command word.
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\begin{footnotesize}
+  \begin{figure*}[t!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{the Tribe}
 
-	1 & Helping out a member of the tribe. \\
+  1 & Helping out a member of the tribe. \\
 
-	1 & Greeting a member of the tribe during a long time away. \\
+  1 & Greeting a member of the tribe during a long time away. \\
 
-	1 & Welcoming a friend into the tribe. \\
+  1 & Welcoming a friend into the tribe. \\
 
-	1 & Testing a potential new member of the tribe. \\
+  1 & Testing a potential new member of the tribe. \\
 
-	1 & Defending your tribe's honour. \\
+  1 & Defending your tribe's honour. \\
 
-	3 & Spreading the honourable name of the tribe to outsiders. \\
+  3 & Spreading the honourable name of the tribe to outsiders. \\
 
-	3 & Entering battle simply for the sake of the tribe. \\
+  3 & Entering battle simply for the sake of the tribe. \\
 
-	5 & Forming an alliance for the tribe. \\
+  5 & Forming an alliance for the tribe. \\
 
-	5 & Returning home after an extended trip away. \\
+  5 & Returning home after an extended trip away. \\
 
-	5 & Acquiring a new home for your family. \\
+  5 & Acquiring a new home for your family. \\
 
-	5 & Saving a member of the tribe from some terrible situation. \\
+  5 & Saving a member of the tribe from some terrible situation. \\
 
-	5 & Fulfilling the final wishes of an ancestor.
-	The ancestor's wish can be specified only while spending \glspl{storypoint}, and the \gls{xp} can only be collected if the mission is completed in a later Story. \\
+  5 & Fulfilling the final wishes of an ancestor.
+  The ancestor's wish can be specified only while spending \glspl{storypoint}, and the \gls{xp} can only be collected if the mission is completed in a later Story. \\
 
-	10 & Starting a family. \\
+  10 & Starting a family. \\
 
-	15 & Saving one's entire tribe from destruction. \\
+  15 & Saving one's entire tribe from destruction. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
@@ -588,49 +588,49 @@ If the people who are being used as mana stones are given spells then they can a
 
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[b!]
-	\begin{footnotesize}
+  \begin{figure*}[b!]
+  \begin{footnotesize}
 }
 
 \begin{xpchart}{\Glsentrytext{justicegod}}
 
-	1 & Donating at least 1 gp to the temple. \\
+  1 & Donating at least 1 gp to the temple. \\
 
-	1 & Enforcing a law. \\
+  1 & Enforcing a law. \\
 
-	1 & Feeding the poor. \\
+  1 & Feeding the poor. \\
 
-	1 & Hosting guests. \\
+  1 & Hosting guests. \\
 
-	1 & Punishing law breakers. \\
+  1 & Punishing law breakers. \\
 
-	1 & Returning someone's valuables to them. \\
+  1 & Returning someone's valuables to them. \\
 
-	1 & Enduring a troubling oath. \\
+  1 & Enduring a troubling oath. \\
 
-	3 & Enforcing a major law or imposing the law on a group. \\
+  3 & Enforcing a major law or imposing the law on a group. \\
 
-	3 & Donating at least 10 gp to the temple. \\
+  3 & Donating at least 10 gp to the temple. \\
 
-	3 & Returning from a dangerous mission with all allies unharmed. \\
+  3 & Returning from a dangerous mission with all allies unharmed. \\
 
-	5 & Completing a quest you swore to complete over one session ago. \\
+  5 & Completing a quest you swore to complete over one session ago. \\
 
-	5 & Correcting the local law. \\
+  5 & Correcting the local law. \\
 
-	5 & Creating a peace treaty between factions in danger of fighting. \\
+  5 & Creating a peace treaty between factions in danger of fighting. \\
 
-	10 & Creating a peace treaty between warring factions. \\
+  10 & Creating a peace treaty between warring factions. \\
 
-	10 & Donating at least 100 gp to the temple. \\
+  10 & Donating at least 100 gp to the temple. \\
 
-	15 & Deposing a tyrant. \\
+  15 & Deposing a tyrant. \\
 
 \end{xpchart}
 
 \iftoggle{verbose}{}{
-	\end{footnotesize}
-	\end{figure*}
+  \end{footnotesize}
+  \end{figure*}
 }
 
 
diff --git a/combat.tex b/combat.tex
index f3b33e12..c0c3c266 100644
--- a/combat.tex
+++ b/combat.tex
@@ -4,51 +4,51 @@
 
 \newcommand{\initiativechart}{
 
-	\begin{nametable}[XX]{Initiative Costs}
+  \begin{nametable}[XX]{Initiative Costs}
 
-	\textbf{Action} & \textbf{Init. Cost} \\\hline
+  \textbf{Action} & \textbf{Init. Cost} \\\hline
 
-	\hspace{3em}\textbf{Striking} & \\\hline
+  \hspace{3em}\textbf{Striking} & \\\hline
 
-	Drawing weapon & 2 \\
+  Drawing weapon & 2 \\
 
-	Guard Someone & 2 \\
+  Guard Someone & 2 \\
 
-	Heavy weapon & 8 \\
+  Heavy weapon & 8 \\
 
-	Light weapon & 4 \\
+  Light weapon & 4 \\
 
-	Medium weapon & 6 \\
+  Medium weapon & 6 \\
 
-	Ram & 3 \\\hline
+  Ram & 3 \\\hline
 
-	\hspace{3em}\textbf{Projectiles} & \\\hline
+  \hspace{3em}\textbf{Projectiles} & \\\hline
 
-	Crossbow & 3 \\
+  Crossbow & 3 \\
 
-	Improvised projectile & 7 \\
+  Improvised projectile & 7 \\
 
-	Reloading & 2 \\
+  Reloading & 2 \\
 
-	Shortbow & 4 \\
+  Shortbow & 4 \\
 
-	Thrown weapon & 4 \\\hline
+  Thrown weapon & 4 \\\hline
 
-	\hspace{3em}\textbf{\Glspl{quickaction}} & \\\hline
+  \hspace{3em}\textbf{\Glspl{quickaction}} & \\\hline
 
-	Defence & 2 \\
+  Defence & 2 \\
 
-	Keeping Edgy & 2 \\
+  Keeping Edgy & 2 \\
 
-	Moving & 2 \\
+  Moving & 2 \\
 
-	Speaking & 2 \\\hline
+  Speaking & 2 \\\hline
 
-	\hspace{3em}\textbf{Magic} & \\\hline
+  \hspace{3em}\textbf{Magic} & \\\hline
 
-	Cast a spell & 3+level \\
+  Cast a spell & 3+level \\
 
-	Use magic item & 8 \\
+  Use magic item & 8 \\
 
 \end{nametable}
 
@@ -114,10 +114,10 @@ The Initiative Factor is given by characters' Speed Attribute plus weapon modifi
 If you roll 5 and have a Speed Bonus of 1, your Initiative Score is 6.
 
 \iftoggle{verbose}{}{
-	\begin{figure*}[t!]
-	\footnotesize
-	\initiativechart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \initiativechart
+  \end{figure*}
 }
 
 The \gls{gm} then counts downwards from the highest Initiative score.
@@ -132,7 +132,7 @@ Medium weapons are those with a \gls{weightrating} of -1 or greater.
 Smaller weapons, those with a \gls{weightrating} of -2 or less, and brawling attacks with fists, all count as light weapons.
 
 \iftoggle{verbose}{
-	The total bonus to Initiative, including bonuses from weapons, is called the \textit{Initiative Factor}.
+  The total bonus to Initiative, including bonuses from weapons, is called the \textit{Initiative Factor}.
 }{}
 
 \subsubsection{\Glspl{quickaction}}
@@ -151,7 +151,7 @@ Meanwhile, Keeping Edgy requires no roll and has no associated numbers, so it do
 However, defending oneself after this point would have a -2 penalty, and further \gls{quickaction} would suffer a -3 penalty.
 
 \iftoggle{verbose}{
-	\initiativechart
+  \initiativechart
 }{}
 
 \subsection{Attack}
@@ -161,7 +161,7 @@ To attack an opponent, you roll $2D6$ as usual, but only add your Combat \gls{sk
 The \gls{tn} is 7 plus your opponent's Dexterity.
 
 \iftoggle{verbose}{
-	Your total bonus to attack (usually just your Combat Bonus), is known as the \textit{Strike Factor}.
+  Your total bonus to attack (usually just your Combat Bonus), is known as the \textit{Strike Factor}.
 }{}
 
 \subsubsection{Aggression}
@@ -175,22 +175,22 @@ It works exactly like the Combat \gls{skill} but only adds to the Strike Factor,
 \index{Damage}
 
 \iftoggle{verbose}{
-	\begin{figure*}[t]
-		\begin{boxtext}[title=Dicey Damage]
-	
-			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.
-	
-		\end{boxtext}
-	\end{figure*}
+  \begin{figure*}[t]
+    \begin{boxtext}[title=Dicey Damage]
+  
+      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.
+  
+    \end{boxtext}
+  \end{figure*}
 
 }{}
 
@@ -224,7 +224,7 @@ The total bonus to defence, including any bonuses from weapons, is called the \t
 
 \iftoggle{verbose}{
 
-	Passive defence is a perfectly valid tactic -- you can rely on armour and luck (i.e. \glspl{fp}) for a while if you don't want to spend your Initiative.
+  Passive defence is a perfectly valid tactic -- you can rely on armour and luck (i.e. \glspl{fp}) for a while if you don't want to spend your Initiative.
 
 }{}
 
@@ -268,7 +268,7 @@ 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 must roll up a new character with either 50 \glspl{xp} or half the total \glspl{xp} of whichever party member has the most \glspl{xp}.
+  The player must roll up a new character with either 50 \glspl{xp} or half the total \glspl{xp} of whichever party member has the most \glspl{xp}.
 }%
 A successful one 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.
@@ -304,98 +304,98 @@ See Chapter \ref{knacks} for a full list of knacks.
 \end{multicols}
 
 \newcommand{\weaponschart}{
-	\begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
+  \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
 
-	\textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
+  \textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-		Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page~\pageref{stunningstrike}) \\
+    Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page~\pageref{stunningstrike}) \\
 
-	Dagger & +1 & \ 0 & +1 & -4 & 60cp &  \\
+  Dagger & +1 & \ 0 & +1 & -4 & 60cp &  \\
 
-	Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page~\pageref{finishingblow}) \\
+  Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\
+  Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\
 
-	Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page~\pageref{precisestrike}) \\
+  Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page~\pageref{precisestrike}) \\
 
-	Log & +1 & -1 & \ 0 & -2 & & \\
+  Log & +1 & -1 & \ 0 & -2 & & \\
 
-	Rapier & +1 & +2 & +1 & -2 & 15sp & \\
+  Rapier & +1 & +2 & +1 & -2 & 15sp & \\
 
-	Rock & +1 & \ 0 & \ 0 & -5 & & \\
+  Rock & +1 & \ 0 & \ 0 & -5 & & \\
 
-	Stick & +1 & +1 & +1 & -2 & & \\
+  Stick & +1 & +1 & +1 & -2 & & \\
 
-	\end{boxtable}
+  \end{boxtable}
 
-	\begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
+  \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
 
-	\textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
+  \textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page~\pageref{finishingblow}) \\
+  Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page~\pageref{adrenalinesurge}) \\
+  Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page~\pageref{adrenalinesurge}) \\
 
-	Chair & +1 & +1 & +1 & 1/ 3 & \\
+  Chair & +1 & +1 & +1 & 1/ 3 & \\
 
-	Club & +2 & +1 & +1 & 2/4 &  \\
+  Club & +2 & +1 & +1 & 2/4 &  \\
 
-	Great Axe & +3 & +1 & +1 & 3/5 & 8 sp & \\
+  Great Axe & +3 & +1 & +1 & 3/5 & 8 sp & \\
 
-	Great Sword & +2 & +1 & +2 & 3/5 & 8 sp & \\
+  Great Sword & +2 & +1 & +2 & 3/5 & 8 sp & \\
 
-	Maul & +3 & \ 0 & \ 0 & 4/6 & 1 sp & \\
+  Maul & +3 & \ 0 & \ 0 & 4/6 & 1 sp & \\
 
-	Large Rock & +2 & \ 0 & \ 0 & 4/6 & & \\
+  Large Rock & +2 & \ 0 & \ 0 & 4/6 & & \\
 
-	Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\
+  Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\
 
-	Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page~\pageref{furiousblows}) \\
+  Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page~\pageref{furiousblows}) \\
 
-	Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page~\pageref{firststrike}) \\
+  Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page~\pageref{firststrike}) \\
 
-	Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page~\pageref{firststrike}) \\
+  Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page~\pageref{firststrike}) \\
 
-	Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page~\pageref{finishingblow}) \\
+  Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page~\pageref{firststrike}) \\
+  Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page~\pageref{firststrike}) \\
 
-	Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\
+  Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\
 
-	\end{boxtable}
+  \end{boxtable}
 
-	\begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
+  \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
 
-	\textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
+  \textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Great Club & +4 & +1 & +1 & 5 & & \\
+  Great Club & +4 & +1 & +1 & 5 & & \\
 
-	Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page~\pageref{finishingblow}) \\
+  Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Giant Sword & +3 & +1 & +2 & 5 & 15 sp &  \\
+  Giant Sword & +3 & +1 & +2 & 5 & 15 sp &  \\
 
-	Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page~\pageref{firststrike}) \\
+  Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page~\pageref{firststrike}) \\
 
-	\end{boxtable}
+  \end{boxtable}
 
-	\begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
+  \begin{boxtable}[p{.20\textwidth}p{0.07\textwidth}rrrrX]
 
-	\textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
+  \textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Bucklar Shield & 0 & \ 0 & +2 & -2 & 4 sp & \\
+  Bucklar Shield & 0 & \ 0 & +2 & -2 & 4 sp & \\
 
-	Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page~\pageref{soliddefence}), Dodger (page~\pageref{dodger}) \\
+  Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page~\pageref{soliddefence}), Dodger (page~\pageref{dodger}) \\
 
-	Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page~\pageref{dodger}) \\
+  Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page~\pageref{dodger}) \\
 
 \end{boxtable}}
 
 \iftoggle{verbose}{%
-	\weaponschart
+  \weaponschart
 }{
-	\begin{footnotesize}
-	\weaponschart
-	\end{footnotesize}
+  \begin{footnotesize}
+  \weaponschart
+  \end{footnotesize}
 }
 
 \label{weaponschart}
@@ -449,36 +449,36 @@ The secondary weapon adds half its Evasion Bonus, rounded up.
 
 \newcommand{\armourchart}{
 
-	\begin{boxtable}[ccccX]
+  \begin{boxtable}[ccccX]
 
-	\textbf{Armour} & \textbf{\glsentrytext{dr}} & \textbf{Weight} & \textbf{Noise} & \textbf{Price} \\\hline
+  \textbf{Armour} & \textbf{\glsentrytext{dr}} & \textbf{Weight} & \textbf{Noise} & \textbf{Price} \\\hline
 
-	\textbf{Partial} \\\hline
+  \textbf{Partial} \\\hline
 
-	Elvish & 2 & -2 & 0 & 3gp \\
+  Elvish & 2 & -2 & 0 & 3gp \\
 
-	Padded & 2 & 0 & 0 & 1sp \\
+  Padded & 2 & 0 & 0 & 1sp \\
 
-	Leather & 3 & 0 & 0 & 5sp \\
+  Leather & 3 & 0 & 0 & 5sp \\
 
-	Chain & 4 &  1 & 1 & 10sp \\
+  Chain & 4 &  1 & 1 & 10sp \\
 
-	Plate & 5 &  2 & 4 & 12gp \\
-	\hline
+  Plate & 5 &  2 & 4 & 12gp \\
+  \hline
 
-	\textbf{Complete} \\\hline
+  \textbf{Complete} \\\hline
 
-	Elvish & 2 & -1  & 0 & 9gp \\
+  Elvish & 2 & -1  & 0 & 9gp \\
 
-	Padded & 2 & 1  & 0 & 3sp \\
+  Padded & 2 & 1  & 0 & 3sp \\
 
-	Leather & 3 & 1  & 1 & 15sp \\
+  Leather & 3 & 1  & 1 & 15sp \\
 
-	Chain & 4 &  2  & 2 & 30sp \\
+  Chain & 4 &  2  & 2 & 30sp \\
 
-	Plate & 5 &  3  & 5 & 36gp \\
+  Plate & 5 &  3  & 5 & 36gp \\
 
-	\end{boxtable}
+  \end{boxtable}
 }
 
 \section{Armour}
@@ -487,12 +487,12 @@ The secondary weapon adds half its Evasion Bonus, rounded up.
 \begin{multicols}{2}
 
 \iftoggle{verbose}{%
-	\armourchart
+  \armourchart
 }{
-	\begin{figure*}[t!]
-	\footnotesize
-	\armourchart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \armourchart
+  \end{figure*}
 }
 
 \noindent
@@ -543,11 +543,11 @@ 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}{
 
-	For example, a basilisk with \gls{dr} 4 might die, 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'.
+  For example, a basilisk with \gls{dr} 4 might die, 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.
@@ -572,11 +572,11 @@ Lifting a gnome with a \gls{weightrating} of 4, and a club with a \gls{weightrat
 \subsection{Noise}
 
 \iftoggle{verbose}{%
-	Some armours make noise when walking around, which alerts everyone around, and typically stops sneaking attempts.
-	The `Noise' rating shows the added difficulty to any Stealth rolls which involve moving silently.
-	While sufficient padding can make Partial Armour silent, no amount of padding can remove the penalty from Complete.
+  Some armours make noise when walking around, which alerts everyone around, and typically stops sneaking attempts.
+  The `Noise' rating shows the added difficulty to any Stealth rolls which involve moving silently.
+  While sufficient padding can make Partial Armour silent, no amount of padding can remove the penalty from Complete.
 }{
-	The `Noise' rating shows the penalty to moving silently while wearing Complete armour of this type.
+  The `Noise' rating shows the penalty to moving silently while wearing Complete armour of this type.
 }
 
 \subsection{Perfect Strikes}
@@ -598,7 +598,7 @@ At this point you might be wondering how anyone is going to survive past their f
 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.
+  If a character would lose \glspl{hp}, they can mark off \glspl{fp} instead.
 }
 
 Everyone in the world begins with 5 base \gls{fp}.
@@ -612,21 +612,21 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir
 
 \newcommand{\FPRegen}{
 
-	\begin{xpbox}{C}
-		Base \glsentrytext{fp} & Regeneration \\\hline
+  \begin{xpbox}{C}
+    Base \glsentrytext{fp} & Regeneration \\\hline
 
-		5 & 2 per scene \\
+    5 & 2 per scene \\
 
-		10 & 4 per scene \\
+    10 & 4 per scene \\
 
-		15 & 6 per scene \\
+    15 & 6 per scene \\
 
-		20 & 8 per scene \\
-	\end{xpbox}
+    20 & 8 per scene \\
+  \end{xpbox}
 }
 
 \sidebox[25]{
-	\FPRegen
+  \FPRegen
 }
 
 At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}.
@@ -639,7 +639,7 @@ 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}
@@ -648,25 +648,25 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 
 \newcommand{\fatiguechart}{
 
-	\begin{nametable}{\gls{fatigue} Chart}
-		\textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline
+  \begin{nametable}{\gls{fatigue} Chart}
+    \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline
 
-		Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\
+    Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\
 
-		Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\
+    Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\
 
-		Climbing & 1 \gls{fatigue} per square. \\
+    Climbing & 1 \gls{fatigue} per square. \\
 
-		Fighting & Each round inflicts 1 \gls{fatigue}. \\
+    Fighting & Each round inflicts 1 \gls{fatigue}. \\
 
-		Holding Breath & 1 \gls{fatigue} per round. \\
+    Holding Breath & 1 \gls{fatigue} per round. \\
 
-		Marching & 1 \gls{fatigue} per mile. \index{Marching}\\
+    Marching & 1 \gls{fatigue} per mile. \index{Marching}\\
 
-		Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\
+    Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\
 
-		Swimming & Each square swum inflicts 1 \gls{fatigue}. \\
-	\end{nametable}
+    Swimming & Each square swum inflicts 1 \gls{fatigue}. \\
+  \end{nametable}
 
 }
 
@@ -676,48 +676,48 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 \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.
-
-	\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} \\
-	
+  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]
+
+  \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.
@@ -734,13 +734,13 @@ Armour also inflicts a number of \glspl{fatigue} equal to its \gls{weightrating}
 
 \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} 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} can only be gained at the end of a scene.
 }
 
 \subsubsection{The Skill Discount}
@@ -766,12 +766,12 @@ The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue}
 \glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal.
 
 \iftoggle{verbose}{%
-	\fatiguechart
+  \fatiguechart
 }{
-	\begin{figure*}[t!]
-	\footnotesize
-	\fatiguechart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \fatiguechart
+  \end{figure*}
 }
 
 \subsection{Healing Fatigue}
@@ -782,8 +782,8 @@ When the party take any part of the day to rest, they can heal a number of \glsp
 
 \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.
 
 
 }{}
@@ -862,9 +862,9 @@ This might happen when someone is surrounded, but wants to run away.
 
 Someone casting spells and swinging their swords cannot use an Initiative bonus of one for the other.
 \iftoggle{verbose}{%
-	For example, if Toria has Speed +2 and a sword, her total Initiative Factor would be +3 when attacking with the sword.
-	The group rolls a `4' for Initiative, so at Initiative step 7 she decides to cast a \textit{Fast} spell.
-	However, her +1 Wits means she cannot cast a spell until Initiative step 5.
+  For example, if Toria has Speed +2 and a sword, her total Initiative Factor would be +3 when attacking with the sword.
+  The group rolls a `4' for Initiative, so at Initiative step 7 she decides to cast a \textit{Fast} spell.
+  However, her +1 Wits means she cannot cast a spell until Initiative step 5.
 }{}
 
 Simply put, every character calculates their Initiative based on the action they're doing, and must have at least that amount of Initiative to proceed.
@@ -905,8 +905,8 @@ The character smashes into opponents recklessly, foregoing most of their usual d
 The character's Strike and Evasion factors swap place until their next standard action (Quick actions do not count).
 
 \iftoggle{verbose}{
-	A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion).
-	However, while using \textit{Fast Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2.
+  A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion).
+  However, while using \textit{Fast Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2.
 
 This manoeuvre can be extremely effective at penetrating an enemy's defences, but also dangerous, as one's defences are lowered.
 
@@ -994,7 +994,7 @@ Those who resist must also sacrifice 3 Initiative. A resisted Strength + Combat
 A \textit{Ram} action must employ normal movement, and cannot move any character farther than their normal movement.  Characters who have been rammed but are unable to move far enough back fall \textit{prone}.\footnote{See page \pageref{prone} for details on falling prone.}
 
 \iftoggle{verbose}{
-	\input{story/11-ram.tex}
+  \input{story/11-ram.tex}
 }{}
 
 \subsubsection[Sneak Attack: +4 to attack and +2 Damage. Surprised enemies cannot use their Evasion Bonus. Weapon's \glsentrytext{weightrating} creates a penalty to attack]{Sneak Attacks}
@@ -1023,27 +1023,27 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating}
 \newcommand{\projectilesChart}{
 \begin{boxtable}[p{.3\textwidth}XXXr]
 
-	\textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight}  & \textbf{Cost} \\\hline
+  \textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight}  & \textbf{Cost} \\\hline
 
-	Crossbow &  3 & $2D6$ & 1/3 &  {20 sp} \\
+  Crossbow &  3 & $2D6$ & 1/3 &  {20 sp} \\
 
-	Longbow &  0 & varies & -4/-2 &  {10 sp} \\
+  Longbow &  0 & varies & -4/-2 &  {10 sp} \\
 
-	Shortbow &  +2 & $1D6-1$ & -5/-3 &  {5 sp} \\
+  Shortbow &  +2 & $1D6-1$ & -5/-3 &  {5 sp} \\
 
-	Throwing knives & +1 & $1D6-1$ & -5/-3 &  {100 cp} \\
+  Throwing knives & +1 & $1D6-1$ & -5/-3 &  {100 cp} \\
 
 \end{boxtable}
 }
 \iftoggle{verbose}{
-	\begin{figure*}[t]
-	\projectilesChart
-	\end{figure*}
+  \begin{figure*}[t]
+  \projectilesChart
+  \end{figure*}
 }{
-	\begin{figure*}[t]
-	\footnotesize
-	\projectilesChart
-	\end{figure*}
+  \begin{figure*}[t]
+  \footnotesize
+  \projectilesChart
+  \end{figure*}
 }
 
 
@@ -1091,7 +1091,7 @@ Weapons also receive a -2 penalty to Damage.
 
 \iftoggle{verbose}{
 
-	\input{story/12-advanced.tex}
+  \input{story/12-advanced.tex}
 }{}
 
 \end{multicols}
@@ -1100,24 +1100,24 @@ Weapons also receive a -2 penalty to Damage.
 \label{morale}
 \index{Morale}
 \newcommand{\moralechart}{
-	\begin{nametable}{Morale Chart}
-		Bonus & Situation \\\hline
+  \begin{nametable}{Morale Chart}
+    Bonus & Situation \\\hline
 
-		+4 & Monsters outnumber characters 3:1. \\
+    +4 & Monsters outnumber characters 3:1. \\
 
-		+2 & Monsters outnumber characters 2:1. \\
+    +2 & Monsters outnumber characters 2:1. \\
 
-		+2 & Character's top Strength Bonus is lower than the monster's.  \\
+    +2 & Character's top Strength Bonus is lower than the monster's.  \\
 
-		-2 & Character's top Strength Bonus is higher than the monster's.  \\
+    -2 & Character's top Strength Bonus is higher than the monster's.  \\
 
-		-2 & Characters outnumber the monsters. \\
+    -2 & Characters outnumber the monsters. \\
 
-		-2 & Monster is wounded. \\
+    -2 & Monster is wounded. \\
 
-		-1 & Players have displayed awesome magical abilities. \\
+    -1 & Players have displayed awesome magical abilities. \\
 
-			\end{nametable}
+      \end{nametable}
 }
 
 \begin{multicols}{2}
@@ -1149,7 +1149,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 
 \iftoggle{verbose}{
 
-	\input{story/13-morale.tex}
+  \input{story/13-morale.tex}
 }{}
 
 \end{multicols}
@@ -1158,23 +1158,23 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 
 \newcommand{\chasechart}{
 
-	\begin{boxtable}
+  \begin{boxtable}
 
-	Total & Result \\\hline
+  Total & Result \\\hline
 
-	11+ & The characters immediately escape their pursuers. \\
+  11+ & The characters immediately escape their pursuers. \\
 
-	10 & The characters escape their pursuers after travelling through 2 areas. \\
+  10 & The characters escape their pursuers after travelling through 2 areas. \\
 
-	9 & The characters escape their pursuers after travelling through 3 areas. \\
+  9 & The characters escape their pursuers after travelling through 3 areas. \\
 
-	8 & The characters are chased through 3 areas and reroll. \\
+  8 & The characters are chased through 3 areas and reroll. \\
 
-	7 & The characters are chased through 2 areas and reroll. \\
+  7 & The characters are chased through 2 areas and reroll. \\
 
-	6 & The characters are chased through 1 area and reroll. \\
+  6 & The characters are chased through 1 area and reroll. \\
 
-	{\textless}5 & The characters are immediately caught. \\
+  {\textless}5 & The characters are immediately caught. \\
 
 \end{boxtable}
 
@@ -1182,25 +1182,25 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 
 \newcommand{\huntchart}{
 
-	\begin{boxtable}
+  \begin{boxtable}
 
-	Total & Result \\\hline
+  Total & Result \\\hline
 
-	10+ & The characters immediately capture their quarry. \\
+  10+ & The characters immediately capture their quarry. \\
 
-	9 & The characters chase their quarry through 3 areas, then capture them. \\
+  9 & The characters chase their quarry through 3 areas, then capture them. \\
 
-	8 & The characters chase their quarry through 2 areas before catching up with them. \\
+  8 & The characters chase their quarry through 2 areas before catching up with them. \\
 
-	7 & The characters chase their quarry through 1 area and then catch up with them. \\
+  7 & The characters chase their quarry through 1 area and then catch up with them. \\
 
-	6 & The characters chase their quarry through 3 areas, then lose them. \\
+  6 & The characters chase their quarry through 3 areas, then lose them. \\
 
-	5 & The characters chase their quarry through 2 areas before losing them. \\
+  5 & The characters chase their quarry through 2 areas before losing them. \\
 
-	4 & The characters chase their quarry through 1 area, then lose them. \\
+  4 & The characters chase their quarry through 1 area, then lose them. \\
 
-	{\textless}3 & The characters immediately lose their quarry. \\
+  {\textless}3 & The characters immediately lose their quarry. \\
 
 \end{boxtable}
 
@@ -1211,14 +1211,14 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 \begin{multicols}{2}
 
 \iftoggle{verbose}{
-	\begin{figure*}[t]
-	\chasechart
-	\end{figure*}
+  \begin{figure*}[t]
+  \chasechart
+  \end{figure*}
 }{
-	\begin{figure*}[t]
-	\footnotesize
-	\chasechart
-	\end{figure*}
+  \begin{figure*}[t]
+  \footnotesize
+  \chasechart
+  \end{figure*}
 }
 
 \subsection{Fleeing}
@@ -1249,7 +1249,7 @@ 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}
@@ -1280,7 +1280,7 @@ Those falling forward and down in an arc can try to roll along the ground to mit
 The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$.
 
 \iftoggle{verbose}{
-	\input{story/15-fatigue.tex}
+  \input{story/15-fatigue.tex}
 }{}
 
 \end{multicols}
@@ -1292,7 +1292,7 @@ The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$.
 
 \noindent
 \iftoggle{verbose}{%
-	Characters can focus on different parts of combat -- perhaps attempting to strike quickly, to hit the enemy, or to keep themself safe.
+  Characters can focus on different parts of combat -- perhaps attempting to strike quickly, to hit the enemy, or to keep themself safe.
 
 }{}
 
@@ -1311,7 +1311,7 @@ In all cases there is an optimal configuration which will itself depend upon the
 }{}
 
 \iftoggle{verbose}{
-	\toppic{Roch_Hercka/stances}{\label{roch:stances}}
+  \toppic{Roch_Hercka/stances}{\label{roch:stances}}
 }{}
 
 \end{multicols}
@@ -1325,23 +1325,23 @@ In all cases there is an optimal configuration which will itself depend upon the
 \begin{multicols}{2}
 
 \begin{enumerate}
-	\item{The \gls{gm} rolls for enemy Morale if appropriate.}
-	\item{If using advanced rules, each character divides the Combat score (if any) between Initiative, Strike and Evasion. Page \pageref{divide_combat}.}
-	\item{One Initiative score is rolled for \glspl{pc} and \glspl{npc}. Page \pageref{initiative}.}
-	\begin{itemize}
-
-		\item{Each player adds their \gls{pc}'s own Initiative Bonus to make their own Initiative score.}
-	\end{itemize}
-	\item{Actions are resolved in order of Initiative, each reducing the Initiative score.}
-	\begin{itemize}
-		\item{Attacking with a medium weapon costs 6 Initiative.}
-		\item{Attacking with a small weapon costs 4 Initiative.}
-		\item{Defence costs 2 Initiative.}
-		\item{Guarding another character costs 2 Initiative.}
-		\item{Movement costs 2 Initiative.}
-		\item{Speaking costs 2 Initiative.}
-		\item{Ramming into someone costs 3 Initiative.}
-	\end{itemize}
+  \item{The \gls{gm} rolls for enemy Morale if appropriate.}
+  \item{If using advanced rules, each character divides the Combat score (if any) between Initiative, Strike and Evasion. Page \pageref{divide_combat}.}
+  \item{One Initiative score is rolled for \glspl{pc} and \glspl{npc}. Page \pageref{initiative}.}
+  \begin{itemize}
+
+    \item{Each player adds their \gls{pc}'s own Initiative Bonus to make their own Initiative score.}
+  \end{itemize}
+  \item{Actions are resolved in order of Initiative, each reducing the Initiative score.}
+  \begin{itemize}
+    \item{Attacking with a medium weapon costs 6 Initiative.}
+    \item{Attacking with a small weapon costs 4 Initiative.}
+    \item{Defence costs 2 Initiative.}
+    \item{Guarding another character costs 2 Initiative.}
+    \item{Movement costs 2 Initiative.}
+    \item{Speaking costs 2 Initiative.}
+    \item{Ramming into someone costs 3 Initiative.}
+  \end{itemize}
 \end{enumerate}
 
 \end{multicols}
diff --git a/glossary.tex b/glossary.tex
index cfa27eb8..040dec16 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -5,204 +5,204 @@
 %%% Core Rules Terms
 
 \newglossaryentry{adventuringequipment}{
-	name={Adventuring Equipment},
-	first={\textit{Adventuring Equipment}},
-	description={Any of the items typically used by adventurers -- you can decide exactly what this is later}
+  name={Adventuring Equipment},
+  first={\textit{Adventuring Equipment}},
+  description={Any of the items typically used by adventurers -- you can decide exactly what this is later}
 }
 
 \newglossaryentry{activeDefence}{
-	name={Active Defence},
-	text={active defence},
-	first={\textit{active defence}},
-	description={When characters add their Evasion Factor to defence, costing 2 Initiative}
+  name={Active Defence},
+  text={active defence},
+  first={\textit{active defence}},
+  description={When characters add their Evasion Factor to defence, costing 2 Initiative}
 }
 
 \newglossaryentry{passiveDefence}{
-	name={Passive Defence},
-	text={passive defence},
-	first={\textit{passive defence}},
-	description={When a character just decides to roll the dice to defend, without any bonuses, and trust their luck}
+  name={Passive Defence},
+  text={passive defence},
+  first={\textit{passive defence}},
+  description={When a character just decides to roll the dice to defend, without any bonuses, and trust their luck}
 }
 
 \newglossaryentry{weightrating}{
-	name={Weight Rating},
-	first={\textit{Weight Rating}},
-	description={A measure of how heavy something is when compared to a character's Strength Bonus.
-	Creatures have a \glsentrytext{weightrating} equal to their own \glsentrytext{hp}}
+  name={Weight Rating},
+  first={\textit{Weight Rating}},
+  description={A measure of how heavy something is when compared to a character's Strength Bonus.
+  Creatures have a \glsentrytext{weightrating} equal to their own \glsentrytext{hp}}
 }
 
 \newglossaryentry{fatigue}{
-	name={Fatigue Point},
-	description={A measure of how tired a character is.
-	Characters can put up with a number of Fatigue Points equal to their \glsentrytext{hp}, after which they receive penalties to act}
+  name={Fatigue Point},
+  description={A measure of how tired a character is.
+  Characters can put up with a number of Fatigue Points equal to their \glsentrytext{hp}, after which they receive penalties to act}
 }
 
 \newglossaryentry{restingaction}{
-	name={Resting Action},
-	first={\textit{Resting Action}},
-	description={An unhurried action, where a character can take time to do something right}
+  name={Resting Action},
+  first={\textit{Resting Action}},
+  description={An unhurried action, where a character can take time to do something right}
 }
 
 \newglossaryentry{enclosurerating}{
-	name={Enclosure Rating},
-	first={\textit{Enclosure Rating}},
-	description={A measure of how cramped a place is to fight. If the enclosure rating is 5, weapons which require more than 5 Initiative to wield suffer a -1 penalty}
+  name={Enclosure Rating},
+  first={\textit{Enclosure Rating}},
+  description={A measure of how cramped a place is to fight. If the enclosure rating is 5, weapons which require more than 5 Initiative to wield suffer a -1 penalty}
 }
 
 \newglossaryentry{area}{
-	name={Area},
-	description={The basic unit of large spaces. An area is a space made distinct by its features. In a dungeon, each room might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree; the river's fork; the priestess's house and the griffins' nesting site}
-	}
+  name={Area},
+  description={The basic unit of large spaces. An area is a space made distinct by its features. In a dungeon, each room might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree; the river's fork; the priestess's house and the griffins' nesting site}
+  }
 
-	\newglossaryentry{standingspell}{
-		name={Standing Spell},
-		text={Standing Spell},
-		description={A spell which stays put once cast for as long as the caster wants to maintain it},
-		first={\textit{Standing Spell}}
-		}
+  \newglossaryentry{standingspell}{
+    name={Standing Spell},
+    text={Standing Spell},
+    description={A spell which stays put once cast for as long as the caster wants to maintain it},
+    first={\textit{Standing Spell}}
+    }
 
-	\newglossaryentry{quickaction}{
-		name={Quick Action},
-		description={An action which can skip the normal Initiative order but still costs Initiative.  Quick actions can even be performed when someone has a negative Initiative score},
-		first={\textit{Quick Action}}
-		}
+  \newglossaryentry{quickaction}{
+    name={Quick Action},
+    description={An action which can skip the normal Initiative order but still costs Initiative.  Quick actions can even be performed when someone has a negative Initiative score},
+    first={\textit{Quick Action}}
+    }
 
-	\newglossaryentry{attribute}{
-		name={Attribute},
-		first={\textit{Attribute}},
-		description={One of the six Traits which form the basis of the character -- Strength, Speed, et c}
-		}
+  \newglossaryentry{attribute}{
+    name={Attribute},
+    first={\textit{Attribute}},
+    description={One of the six Traits which form the basis of the character -- Strength, Speed, et c}
+    }
 
-	\newglossaryentry{skill}{
-		name={Skill},
-		first={\textit{Skill}},
-		description={Some training a character has, allowing them to be particularly good at one sort of profession or activity}
-		}
+  \newglossaryentry{skill}{
+    name={Skill},
+    first={\textit{Skill}},
+    description={Some training a character has, allowing them to be particularly good at one sort of profession or activity}
+    }
 
-	\newglossaryentry{character}{
-		name={Character},
-		description={Anyone in the game world, though `the characters' typically refers to the PCs}
-		}
+  \newglossaryentry{character}{
+    name={Character},
+    description={Anyone in the game world, though `the characters' typically refers to the PCs}
+    }
 
-	\newacronym[description={The smallest unit of currency},shortplural={cp}]{cp}{cp}{Copper Piece}
+  \newacronym[description={The smallest unit of currency},shortplural={cp}]{cp}{cp}{Copper Piece}
 
-	\newacronym[description={One gold piece is worth ten sliver pieces},shortplural={gp}]{gp}{gp}{Gold Piece}
+  \newacronym[description={One gold piece is worth ten sliver pieces},shortplural={gp}]{gp}{gp}{Gold Piece}
 
-	\newacronym[description={-- the person running the game, playing all characters except the PCs, creating the story and making rulings. Everything rests in the hands of the \glsentrytext{gm}}]{gm}{GM}{Games Master}
-
-	\newglossaryentry{downtime}{
-		name={Downtime},
-		description={This is any long period of time between adventures. It gives characters a chance to complete personal tasks and train in highly technical Skills}
-		}
-
-	\newglossaryentry{evasion}{
-		name={The Evasion Factor},
-		description={A rating of a character's ability to avoid Damage. The Evasion Factor is based on a character's Dexterity plus a bonus from their Weapon. The TN to hit any character is 7 plus their Evasion Factor}
-		}
-
-	\newglossaryentry{strike}{
-		name={The Strike Factor},
-		description={A rating of a character's ability to hit people accurately. The Strike Factor is usually based on a character's Combat Skill}
-		}
-
-	\newacronym[description={A measure of how much luck the character has left, used solely to avoid Damage},shortplural={FP}]{fp}{FP}{Fate Point}
-
-	\newacronym[description={The basic measure of a character's health},shortplural={HP}]{hp}{HP}{Hit Point}
-
-	\newacronym[description={The number players need to roll on the dice to succeed in a task},shortplural={TNs}]{tn}{TN}{Target Number}
-
-	\newacronym[description={The ``battery power'' of a magic user, which allows them to power spells},shortplural={MP}]{mp}{MP}{Mana Point}
-
-	\newglossaryentry{init}{
-		name={Initiative Factor},
-		description={The bonus to the character's Initiative score, usually a combination of Speed + Weapon bonus + Combat Skill bonus}
-		}
-
-	\newglossaryentry{miracleworker}{
-		name={Miracle Worker},
-		text={miracle worker},
-		description={A generic term for any magic user which the author occasionally employs in a futile attempt to seem more high-brow}
-		}
-
-	\newacronym[description={An abstract measurement of how much valuable experience and learning characters have acquired.  PCs spend XP to buy Traits},shortplural={XP}]{xp}{XP}{Experience Point}
-
-	\newglossaryentry{natural}{
-		name={Natural Roll},
-		description={A natural roll is a roll where the physical dice land on some number. For example, a `natural 2' is where both dice come up facing 1, as opposed to a player gaining the result `2' from rolling a 3 and getting a -1 penalty. Similarly a `natural 12' is when the dice land on a `12' without modification}
-		}
-
-	\newacronym[description={Non Player Character -- anyone in the world played by the \glsentrytext{gm} rather than a player}]{npc}{NPC}{Non Player Character}
-
-	\newglossaryentry{path}{
-		name={Path},
-		description={Each Path of Magic is a different way to cast spells. Each path has its own available spheres of magic and restrictions}
-		}
-
-	\newacronym[description={-- one of the characters run by the people playing the game}]{pc}{PC}{Player Character}
-
-	\newglossaryentry{round}{
-		name={Round},
-		description={A round is an abstract measurement of time during which characters can make a series of attacks or cast spells. Each new round players adjust their combat tactics}
-		}
-
-	\newglossaryentry{scene}{
-		name={Scene},
-		description={A narrative measurement of time. Each time the players decide to do something new or move somewhere else, it's a new scene. The end of combat always prompts a new scene. While scenes, unlike squares, are variable units of time, the \glsentrytext{gm} is free to set a scene as some definite unit of time, such as `half an hour'}
-		}
-
-	\newacronym[description={magical shielding from the force sphere},shortplural={SP}]{SP}{SP}{Shield Point}
-
-	\newacronym[description={A rating of protection, generally from wearing armour},shortplural={DR}]{dr}{DR}{Damage Resistance}
-
-	\newacronym[description={One silver piece is worth one hundred copper pieces},shortplural={sp},text={silver piece}]{sp}{sp}{Silver Piece}
-
-	\newglossaryentry{sphere}{
-		name={Sphere},
-		description={One of the types of magic. Each sphere has 5 levels, each more difficult than the last to obtain}
-		}
+  \newacronym[description={-- the person running the game, playing all characters except the PCs, creating the story and making rulings. Everything rests in the hands of the \glsentrytext{gm}}]{gm}{GM}{Games Master}
+
+  \newglossaryentry{downtime}{
+    name={Downtime},
+    description={This is any long period of time between adventures. It gives characters a chance to complete personal tasks and train in highly technical Skills}
+    }
+
+  \newglossaryentry{evasion}{
+    name={The Evasion Factor},
+    description={A rating of a character's ability to avoid Damage. The Evasion Factor is based on a character's Dexterity plus a bonus from their Weapon. The TN to hit any character is 7 plus their Evasion Factor}
+    }
+
+  \newglossaryentry{strike}{
+    name={The Strike Factor},
+    description={A rating of a character's ability to hit people accurately. The Strike Factor is usually based on a character's Combat Skill}
+    }
+
+  \newacronym[description={A measure of how much luck the character has left, used solely to avoid Damage},shortplural={FP}]{fp}{FP}{Fate Point}
+
+  \newacronym[description={The basic measure of a character's health},shortplural={HP}]{hp}{HP}{Hit Point}
+
+  \newacronym[description={The number players need to roll on the dice to succeed in a task},shortplural={TNs}]{tn}{TN}{Target Number}
+
+  \newacronym[description={The ``battery power'' of a magic user, which allows them to power spells},shortplural={MP}]{mp}{MP}{Mana Point}
+
+  \newglossaryentry{init}{
+    name={Initiative Factor},
+    description={The bonus to the character's Initiative score, usually a combination of Speed + Weapon bonus + Combat Skill bonus}
+    }
+
+  \newglossaryentry{miracleworker}{
+    name={Miracle Worker},
+    text={miracle worker},
+    description={A generic term for any magic user which the author occasionally employs in a futile attempt to seem more high-brow}
+    }
+
+  \newacronym[description={An abstract measurement of how much valuable experience and learning characters have acquired.  PCs spend XP to buy Traits},shortplural={XP}]{xp}{XP}{Experience Point}
+
+  \newglossaryentry{natural}{
+    name={Natural Roll},
+    description={A natural roll is a roll where the physical dice land on some number. For example, a `natural 2' is where both dice come up facing 1, as opposed to a player gaining the result `2' from rolling a 3 and getting a -1 penalty. Similarly a `natural 12' is when the dice land on a `12' without modification}
+    }
+
+  \newacronym[description={Non Player Character -- anyone in the world played by the \glsentrytext{gm} rather than a player}]{npc}{NPC}{Non Player Character}
+
+  \newglossaryentry{path}{
+    name={Path},
+    description={Each Path of Magic is a different way to cast spells. Each path has its own available spheres of magic and restrictions}
+    }
+
+  \newacronym[description={-- one of the characters run by the people playing the game}]{pc}{PC}{Player Character}
+
+  \newglossaryentry{round}{
+    name={Round},
+    description={A round is an abstract measurement of time during which characters can make a series of attacks or cast spells. Each new round players adjust their combat tactics}
+    }
+
+  \newglossaryentry{scene}{
+    name={Scene},
+    description={A narrative measurement of time. Each time the players decide to do something new or move somewhere else, it's a new scene. The end of combat always prompts a new scene. While scenes, unlike squares, are variable units of time, the \glsentrytext{gm} is free to set a scene as some definite unit of time, such as `half an hour'}
+    }
+
+  \newacronym[description={magical shielding from the force sphere},shortplural={SP}]{SP}{SP}{Shield Point}
+
+  \newacronym[description={A rating of protection, generally from wearing armour},shortplural={DR}]{dr}{DR}{Damage Resistance}
+
+  \newacronym[description={One silver piece is worth one hundred copper pieces},shortplural={sp},text={silver piece}]{sp}{sp}{Silver Piece}
+
+  \newglossaryentry{sphere}{
+    name={Sphere},
+    description={One of the types of magic. Each sphere has 5 levels, each more difficult than the last to obtain}
+    }
 
-	\newglossaryentry{square}{
-		name={Square},
-		description={An abstract unit of measurement. We can imagine it about two yards long, as wide as the squares on your gaming board, or any other length. A more story-based game, without a board, might imagine each square is a `zone' or room -- it matters little so long as each square is a consistent size}
-		}
+  \newglossaryentry{square}{
+    name={Square},
+    description={An abstract unit of measurement. We can imagine it about two yards long, as wide as the squares on your gaming board, or any other length. A more story-based game, without a board, might imagine each square is a `zone' or room -- it matters little so long as each square is a consistent size}
+    }
 
-	\newglossaryentry{trait}{
-		name={Trait},
-		description={Any gaming stat, such as a character's maximum MP, a Skill or an Attribute}
-		}
+  \newglossaryentry{trait}{
+    name={Trait},
+    description={Any gaming stat, such as a character's maximum MP, a Skill or an Attribute}
+    }
 
-	\newglossaryentry{storypoint}{
-		name={Story Point},
-		description={Players spend Story Points to bring elements of their history into play. By spending Story Points, a backstory is slowly crafted over multiple sessions}
-		}
+  \newglossaryentry{storypoint}{
+    name={Story Point},
+    description={Players spend Story Points to bring elements of their history into play. By spending Story Points, a backstory is slowly crafted over multiple sessions}
+    }
 
-	\newglossaryentry{wargod}{
-		name={Ohta},
-		description={Goddess of battle, victory, storms, and travel}
-		}
+  \newglossaryentry{wargod}{
+    name={Ohta},
+    description={Goddess of battle, victory, storms, and travel}
+    }
 
-	\newglossaryentry{deathgod}{
-		name={Qualm\"e},
-		description={God of family, one's ancestors, memory, and death}
-		}
+  \newglossaryentry{deathgod}{
+    name={Qualm\"e},
+    description={God of family, one's ancestors, memory, and death}
+    }
 
-	\newglossaryentry{knowledgegod}{
-		name={C\'al\"e},
-		description={God of knowledge, secrets, and paper}
-		}
+  \newglossaryentry{knowledgegod}{
+    name={C\'al\"e},
+    description={God of knowledge, secrets, and paper}
+    }
 
-	\newglossaryentry{justicegod}{
-		name={V\'er\"e},
-		description={God of law, order, oaths, and roads}
-		}
+  \newglossaryentry{justicegod}{
+    name={V\'er\"e},
+    description={God of law, order, oaths, and roads}
+    }
 
-	\newglossaryentry{joygod}{
-		name={Alass\"e},
-		description={Goddess of beer, pranks, and pets}
-		}
+  \newglossaryentry{joygod}{
+    name={Alass\"e},
+    description={Goddess of beer, pranks, and pets}
+    }
 
-	\newglossaryentry{naturegod}{
-		name={Laiqu\"e},
-		description={Goddess of farming, wine, spring, and children}
-		}
+  \newglossaryentry{naturegod}{
+    name={Laiqu\"e},
+    description={Goddess of farming, wine, spring, and children}
+    }
 
diff --git a/gm.tex b/gm.tex
index 21ea1f2e..e381a361 100644
--- a/gm.tex
+++ b/gm.tex
@@ -106,14 +106,14 @@ Short \glspl{downtime} should pepper a campaign to allow breathers.
 \sidebox{
 \begin{itemize}
 
-	\item
-	Heal
-	\item
-	Apply cost of living
-	\item
-	Buy Traits
-	\item
-	Award \glspl{storypoint}
+  \item
+  Heal
+  \item
+  Apply cost of living
+  \item
+  Buy Traits
+  \item
+  Award \glspl{storypoint}
 
 \end{itemize}
 }
@@ -136,11 +136,11 @@ Perhaps they travelled and learnt a new language or found fantastic riches.
 
 \begin{rollchart}
 
-	Years & \glspl{storypoint} \\\hline
+  Years & \glspl{storypoint} \\\hline
 
-	1-2 & 1 \\
-	3-6 & 2 \\
-	7+ & 3 \\
+  1-2 & 1 \\
+  3-6 & 2 \\
+  7+ & 3 \\
 
 \end{rollchart}
 
@@ -173,18 +173,18 @@ As an example, have a look at Gloomhaven's forests:
 
 \begin{encounters}{Gloomhaven}
 
-	Marshes & Forest & Result \\\hline
+  Marshes & Forest & Result \\\hline
 
-	\li & Elven fortress. \\
-	\li & $2D6-1$ elven hunters. \\
-	\li & $1D6+5$ Hobgoblins. \\
-	\li \lii $3D6-2$ Ghouls. \\
-	\li \lii $3D6-2$ Goblins. \\
-	\li \lii $1D3$ Griffins. \\
-	\li \lii $2D6$ Bandits. \\
-	& \lii Bear. \\
-	& \lii $2D6$ Wolves. \\
-	& \lii $2D6-1$ Human traders. \\
+  \li & Elven fortress. \\
+  \li & $2D6-1$ elven hunters. \\
+  \li & $1D6+5$ Hobgoblins. \\
+  \li \lii $3D6-2$ Ghouls. \\
+  \li \lii $3D6-2$ Goblins. \\
+  \li \lii $1D3$ Griffins. \\
+  \li \lii $2D6$ Bandits. \\
+  & \lii Bear. \\
+  & \lii $2D6$ Wolves. \\
+  & \lii $2D6-1$ Human traders. \\
 
 \end{encounters}
 
@@ -221,17 +221,17 @@ This shows who spots whom first.
 
 \begin{rollchart}
 
-	Roll & Distance \\\hline
+  Roll & Distance \\\hline
 
-	10 & Griffins sees the party first, 40 squares away. \\
+  10 & Griffins sees the party first, 40 squares away. \\
 
-	9 & Griffins sees the party first, 20 squares away. \\
+  9 & Griffins sees the party first, 20 squares away. \\
 
-	8 & Griffins sees the party first, 10 squares away. \\
+  8 & Griffins sees the party first, 10 squares away. \\
 
-	7 & Party sees the griffin first, 10 squares away. \\
+  7 & Party sees the griffin first, 10 squares away. \\
 
-	6 & Party sees the griffin first, 20 squares away. \\
+  6 & Party sees the griffin first, 20 squares away. \\
 
 \end{rollchart}
 
@@ -247,12 +247,12 @@ Those sneaking away gain a bonus equal to the previous roll's margin.
 \sidebox{
 \begin{itemize}
 
-	\item
-	Direction
-	\item
-	Distance
-	\item
-	Reaction
+  \item
+  Direction
+  \item
+  Distance
+  \item
+  Reaction
 
 \end{itemize}
 }
@@ -289,9 +289,9 @@ Let's look at an example from a village area:
 
 \begin{exampletext}
 
-	Villagers have been cutting down trees near a spot sacred to the elves.
-	Negotiations have failed, and now the elves intend to drive the humans out like vermin by burning down the human houses.
-	Villagers start responding by attacking any elves, or magic users on sight (they associate all magic with elves).
+  Villagers have been cutting down trees near a spot sacred to the elves.
+  Negotiations have failed, and now the elves intend to drive the humans out like vermin by burning down the human houses.
+  Villagers start responding by attacking any elves, or magic users on sight (they associate all magic with elves).
 
 \end{exampletext}
 
@@ -344,11 +344,11 @@ In addition to story-based Side Quests, it's good to give each area a bunch of e
 
 \begin{list}{\Square}{}
 
-	\item{(Forest) The party find a gnome attempting to sell them gemstones for his trip. Some are real and others are fake.}
+  \item{(Forest) The party find a gnome attempting to sell them gemstones for his trip. Some are real and others are fake.}
 
-	\item{(Forest) A dragon flies overhead.}
+  \item{(Forest) A dragon flies overhead.}
 
-	\item{(Forest) A dead mage lies on the road. His books are valuable but should by law be returned to the mage's guild.}
+  \item{(Forest) A dead mage lies on the road. His books are valuable but should by law be returned to the mage's guild.}
 
 \end{list}
 
@@ -392,7 +392,7 @@ This example won't work for every group in just any situation, but provides a st
 
 \begin{boxtext}
 
-	As you sit down to write your first Side Quest, you are assaulted by a blank white page!
+  As you sit down to write your first Side Quest, you are assaulted by a blank white page!
 
 \end{boxtext}
 
@@ -427,17 +427,17 @@ Consider this standard fantasy plot-hook:
 
 \begin{exampletext}
 
-	Bandits stole an alchemist's magical item, and he wants the party to retrieve it.
+  Bandits stole an alchemist's magical item, and he wants the party to retrieve it.
 
 \end{exampletext}
 
 Now let's expand with some foreshadowing:
 
 \begin{enumerate}
-	\item
-	Merchants enter town without their wares, having been robbed.
-	\item
-	An alchemist asks the characters to find the items bandits stole from him.
+  \item
+  Merchants enter town without their wares, having been robbed.
+  \item
+  An alchemist asks the characters to find the items bandits stole from him.
 \end{enumerate}
 
 Now let's add a decoy -- the bandits must know adventurers often come after them, so they can send someone to lead the party into a trap.
@@ -445,18 +445,18 @@ And finally, we might add another lead to make things interesting.
 Perhaps the bandit leader began as an alchemist who left his circle because they began practising Necromancy, and they want him dead so he doesn't spill the beans.
 
 \begin{enumerate}
-	\item
-	(Town)
-	Posters go up for a local alchemist, wanted `DEAD on sight'.
-	\item
-	(Town) 
-	Merchants inter town without their wares, having been robbed.
-	\item
-	(Town)
-	An alchemist asks the characters to find the items bandits stole from him.
-	\item
-	(Villages)
-	A man offers to help the party find the bandits, but in fact wants to lead them into a trap.
+  \item
+  (Town)
+  Posters go up for a local alchemist, wanted `DEAD on sight'.
+  \item
+  (Town) 
+  Merchants inter town without their wares, having been robbed.
+  \item
+  (Town)
+  An alchemist asks the characters to find the items bandits stole from him.
+  \item
+  (Villages)
+  A man offers to help the party find the bandits, but in fact wants to lead them into a trap.
 \end{enumerate}
 
 The first two encounters can combine with whatever else the players want to do.
@@ -568,7 +568,7 @@ That's no fun for anyone!
 
 \begin{exampletext}
 
-	``The goblin platoon start throwing more spears at you, but then from the side, the garrison of guards burst into the cavern's entrance to join you.''
+  ``The goblin platoon start throwing more spears at you, but then from the side, the garrison of guards burst into the cavern's entrance to join you.''
 
 \end{exampletext}
 
@@ -577,10 +577,10 @@ A guard worth 10 \gls{xp} who fights alongside the characters deals 10 Damage, w
 
 \begin{exampletext}
 
-	The \gls{gm} thinks for a moment.
-	That's 30 goblins and 12 guards.
-	The twelve guards are worth 10 \glspl{xp} each, so they deal 10 Damage each, killing 10 goblins.
-	Then the 20 remaining goblins, worth 4 \glspl{xp} each, deal 40 Damage, killing 4 guards.
+  The \gls{gm} thinks for a moment.
+  That's 30 goblins and 12 guards.
+  The twelve guards are worth 10 \glspl{xp} each, so they deal 10 Damage each, killing 10 goblins.
+  Then the 20 remaining goblins, worth 4 \glspl{xp} each, deal 40 Damage, killing 4 guards.
 
 \end{exampletext}
 
@@ -590,8 +590,8 @@ On the next turn, the 8 remaining soldiers would deal 80 Damage, killing the bas
 
 \begin{exampletext}
 
-	``The guards spill in, massacring the goblin horde.
-	You see some surrounded, and spears driven into them, but the rest keep fighting.''
+  ``The guards spill in, massacring the goblin horde.
+  You see some surrounded, and spears driven into them, but the rest keep fighting.''
 
 \end{exampletext}
 
@@ -731,25 +731,25 @@ For a slightly more even spread of pluses and minuses across the party, consider
 
 As you roll up Strength, you might select Intelligence as its opposite, and any gains in one become losses in the other.
 
-	\begin{rollchart}
+  \begin{rollchart}
 
-	Result & Attribute Bonus \\\hline
+  Result & Attribute Bonus \\\hline
 
-	2 & Strength -3, Intelligence +3 \\
+  2 & Strength -3, Intelligence +3 \\
 
-	3 & Strength -2, Intelligence +2 \\
+  3 & Strength -2, Intelligence +2 \\
 
-	4-5 & Strength -1, Intelligence +1 \\
+  4-5 & Strength -1, Intelligence +1 \\
 
-	6-8 & Strength 0, Intelligence 0 \\
+  6-8 & Strength 0, Intelligence 0 \\
 
-	9-10 & Strength +1, Intelligence -1 \\
+  9-10 & Strength +1, Intelligence -1 \\
 
-	11 & Strength +2, Intelligence -2 \\
+  11 & Strength +2, Intelligence -2 \\
 
-	12 & Strength +3, Intelligence -3 \\
+  12 & Strength +3, Intelligence -3 \\
 
-	\end{rollchart}
+  \end{rollchart}
 
 For each Attribute you roll, you can select any as its opposite before rolling.
 
@@ -923,12 +923,12 @@ Of course, these fast excursions from the path, to check out anything that happe
 \label{marching}
 \begin{itemize}
 
-	\item
-		Mountains are \gls{tn} 9.
-	\item
-		Forests are \gls{tn} 12.
-	\item
-		Marshes are \gls{tn} 13.
+  \item
+    Mountains are \gls{tn} 9.
+  \item
+    Forests are \gls{tn} 12.
+  \item
+    Marshes are \gls{tn} 13.
 
 \end{itemize}
 
@@ -975,12 +975,12 @@ Spells may seem simple, but the way they can be chained together to create power
 With that in mind, here are a couple of examples of spells, and how a mage might cast them.
 
 \magicitem{Finger of Undeath}% NAME
-	{Extinguish}% SPELL
-	{Divinity (\gls{deathgod})}% PATH
-	{Instant}% DURATION
-	{Pocket Spell}% TYPE
-	{2}% Potency
-	{5}% MP
+  {Extinguish}% SPELL
+  {Divinity (\gls{deathgod})}% PATH
+  {Instant}% DURATION
+  {Pocket Spell}% TYPE
+  {2}% Potency
+  {5}% MP
 
 The priest of \gls{deathgod} begins by creating a Mana Stone at level 2 from the finger-bone of a fallen warrior, which then stores 4 \glspl{mp}.
 While the mana stone is still fresh, the mage casts `Pocket Spell' costing 5 \glspl{mp}, bringing the total casting cost to 8.
@@ -992,12 +992,12 @@ Such a high cost will almost always demand a steady supply of \glspl{mp}, either
 
 
 \magicitem{The Silent Forest}% NAME
-	{Empathic, Trans-Species Animal Transformation}% SPELL
-	{Divinity (\gls{naturegod})}% PATH
-	{4 Scenes}% DURATION
-	{Massive, Potent, Sentient, Talisman}% TYPE
-	{3}% Potency
-	{3}% MP
+  {Empathic, Trans-Species Animal Transformation}% SPELL
+  {Divinity (\gls{naturegod})}% PATH
+  {4 Scenes}% DURATION
+  {Massive, Potent, Sentient, Talisman}% TYPE
+  {3}% Potency
+  {3}% MP
 
 A powerful druid, with +3 Intelligence, begins with a \textit{Massive, Mana Stone}.
 She casts Mana Stone at 2nd level, so 2 \glspl{mp} will be locked as long as the spell lasts.
@@ -1014,7 +1014,7 @@ 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 a8e91670..b91414e6 100644
--- a/intro.tex
+++ b/intro.tex
@@ -6,16 +6,16 @@
 
 \begin{itemize}
 
-	\item
-	BIND\footnote{`BIND' stands for `BIND is not D\&D'.} was an attempt to fix D\&D which got out of control.
-	\item
-	BIND is yet another fantasy RPG about killing ogres for gold pieces.
-	\item
-	BIND mechanics force a fast real-world resolution to every encounter.
-	\item
-	BIND uses code to let people write adventure modules faster and easier than any other tools known to mankind.
-	\item
-	BIND stops all house rules, by allowing people to integrate those rules into the core book and reprinting.
+  \item
+  BIND\footnote{`BIND' stands for `BIND is not D\&D'.} was an attempt to fix D\&D which got out of control.
+  \item
+  BIND is yet another fantasy RPG about killing ogres for gold pieces.
+  \item
+  BIND mechanics force a fast real-world resolution to every encounter.
+  \item
+  BIND uses code to let people write adventure modules faster and easier than any other tools known to mankind.
+  \item
+  BIND stops all house rules, by allowing people to integrate those rules into the core book and reprinting.
 
 \end{itemize}
 
@@ -112,8 +112,8 @@ also thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{
 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 bf790240..cd944155 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -79,12 +79,12 @@ Other Knacks from weapons do not count towards the total.
 \subsubsection{First Strike}\label{firststrike}
 
 \iftoggle{verbose}{%
-	The character is well practised at getting the first hit in, and receives a +2 Initiative Bonus on the first round of combat if they are not surprised.
+  The character is well practised at getting the first hit in, and receives a +2 Initiative Bonus on the first round of combat if they are not surprised.
 
-	This Knack can be taken any number of times, with all secondary uses granting an additional +1 Initiative.
-	For example, while using a spear (which has the Knack: First Strike, in-built), and the Knack, a character would gain +3 Initiative on the first \gls{round} if attacking with the spear.
+  This Knack can be taken any number of times, with all secondary uses granting an additional +1 Initiative.
+  For example, while using a spear (which has the Knack: First Strike, in-built), and the Knack, a character would gain +3 Initiative on the first \gls{round} if attacking with the spear.
 }{
-	The character gains a +2 Initiative Bonus on the first round of Combat if not surprised, and an additional +1 Initiative Bonus for each First Strike knack.
+  The character gains a +2 Initiative Bonus on the first round of Combat if not surprised, and an additional +1 Initiative Bonus for each First Strike knack.
 }
 
 First Strike can only be used at the start of the round -- picking up a spear half way through a round does not grant an Initiative Bonus.
@@ -205,12 +205,12 @@ Your battle cries and demeanour are particularly fearsome. Enemies receive a -2
 \subsubsection{Weapon Master}
 
 \iftoggle{verbose}{
-	The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
-	
+  The character has trained long and hard with a particular weapon, such as a longsword, spear, shortbow, or rocks.
+  
 }{
-	Gain +1 to the Combat score when using a specialized weapon.
+  Gain +1 to the Combat score when using a specialized weapon.
 }%
-	The character can specialize in a number of weapons equal to half the number of knacks they have.
+  The character can specialize in a number of weapons equal to half the number of knacks they have.
 
 \end{multicols}
 
@@ -251,14 +251,14 @@ 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.
-	\Glspl{miracleworker} with this knack spend only 2 Initiative + the spell's level when casting \textit{Fast} spells.
+  The character is particularly adept at casting spells quickly, and therefore in Combat.
+  \Glspl{miracleworker} with this knack spend only 2 Initiative + the spell's level when casting \textit{Fast} spells.
 }{
-	\textit{Fast} spells cost 2 + their level in Initiative to cast.
+  \textit{Fast} spells cost 2 + their level in Initiative to cast.
 }
 Standard spell casting can be completed in one round less than usual.
 \iftoggle{verbose}{%
-	So a third level spell can be cast in only two \glspl{round}.
+  So a third level spell can be cast in only two \glspl{round}.
 }{}%
 First level spells still require a full round to cast.
 
diff --git a/magic.tex b/magic.tex
index 39b2fda1..ced95a0f 100644
--- a/magic.tex
+++ b/magic.tex
@@ -12,19 +12,19 @@
 
 \begin{boxtable}[lp{.25\textwidth}X]
 
-	Path & Spheres & Flavour \\\hline
+  Path & Spheres & Flavour \\\hline
 
-	Alchemy & Conjuration, Invocation, Force, Illusion, Necromancy & Alchemists use sacred geometry and the power of precious metals and minerals to twist the world around them. \\
+  Alchemy & Conjuration, Invocation, Force, Illusion, Necromancy & Alchemists use sacred geometry and the power of precious metals and minerals to twist the world around them. \\
 
-	Blood & Aldaron, Enchantment, Force, Invocation, Polymorph & Creatures with innate magic simply call to the world to change the weather, change targets' species, and move items with the power of their minds.  It is used by elves, dragons, and sorcerers with elven blood. \\
+  Blood & Aldaron, Enchantment, Force, Invocation, Polymorph & Creatures with innate magic simply call to the world to change the weather, change targets' species, and move items with the power of their minds.  It is used by elves, dragons, and sorcerers with elven blood. \\
 
-	Devotion (\glsentrytext{naturegod}) & Aldaron, Conjuration, Fate, Polymorph & \glsentrytext{naturegod} blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\
+  Devotion (\glsentrytext{naturegod}) & Aldaron, Conjuration, Fate, Polymorph & \glsentrytext{naturegod} blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\
 
-	Devotion (\glsentrytext{justicegod}) & Aldaron, Enchantment, Fate, Force & Followers of \gls{justicegod} channel their god to protect the innocent and righteous with blessings and raw magical force.  Evil creatures can be detected, then be ordered to stop, turn and flee. \\
+  Devotion (\glsentrytext{justicegod}) & Aldaron, Enchantment, Fate, Force & Followers of \gls{justicegod} channel their god to protect the innocent and righteous with blessings and raw magical force.  Evil creatures can be detected, then be ordered to stop, turn and flee. \\
 
-	Runes & Conjuration, Fate, Force, Illusion, Necromancy & Rune magics take a long time as the spells must literally be painted or carved into items. The resulting spells are often placed into items for a quick release, or cast ahead of time. Rune magics are powerful but require craft and preparation. \\
+  Runes & Conjuration, Fate, Force, Illusion, Necromancy & Rune magics take a long time as the spells must literally be painted or carved into items. The resulting spells are often placed into items for a quick release, or cast ahead of time. Rune magics are powerful but require craft and preparation. \\
 
-	Song & Aldaron, Enchantment, Fate, Illusion & Song magic must be cast slowly, as the spells are literally songs. The spells have subtle effects but song magic is no less powerful than other spheres. \\
+  Song & Aldaron, Enchantment, Fate, Illusion & Song magic must be cast slowly, as the spells are literally songs. The spells have subtle effects but song magic is no less powerful than other spheres. \\
 
 \end{boxtable}
 
@@ -107,12 +107,12 @@ Such mana stones can be reworked to make other items, but can only store fewer \
 \subsubsection{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.
+  Blood sorcerers cannot use ritual spells.
 }
 
 \subsubsection{Mana Stones}
@@ -166,7 +166,7 @@ Runecasters cannot cast spells in the heat of combat -- inscribing runes just ta
 They cannot use the \textit{Fast} enhancement.
 
 \iftoggle{verbose}{
-	\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
+  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
 }{}
 
 However, in return for this deficit, rune casters can learn their craft far more easily.
@@ -224,7 +224,7 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas
 
 Everyone's total mana is equal to triple the number of spheres they have, plus their Wits Bonus.
 \iftoggle{verbose}{%
-	For example, a caster with Invocation 3, Fate 1, and a Wits Bonus of +2, would have 8 \glspl{mp} in total.
+  For example, a caster with Invocation 3, Fate 1, and a Wits Bonus of +2, would have 8 \glspl{mp} in total.
 }{}
 
 If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
@@ -246,19 +246,19 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls
 
 \begin{boxtable}[XX]
 
-	Wits & Range \\\hline
+  Wits & Range \\\hline
 
-	-2 & 3 \\
+  -2 & 3 \\
 
-	-1 & 4 \\
+  -1 & 4 \\
 
-	0 & 5 \\
+  0 & 5 \\
 
-	1 & 10 \\
+  1 & 10 \\
 
-	2 & 15 \\
+  2 & 15 \\
 
-	3 & 20 \\
+  3 & 20 \\
 
 \end{boxtable}
 
@@ -285,7 +285,7 @@ While a tune may carry over the hilltops, the force of the magic usually remains
 If a caster leaves an active spell, the spell remains, with no regard for range limitations.
 
 \iftoggle{verbose}{%
-	A mage could cast an illusion over a dog, and leave the area, but the spell remains despite the dog being miles away.
+  A mage could cast an illusion over a dog, and leave the area, but the spell remains despite the dog being miles away.
 }{}
 
 \subsection{Instant \& Continuous Spells}
@@ -311,11 +311,11 @@ Others typically operate with \gls{standingspell} alone, casting everything they
 \subsection{Casting Times}
 
 \iftoggle{verbose}{
-	Your standard spell takes a while to cast -- specifically a number of rounds equal to half the spell's level.
-	A first level spell takes a full \gls{round} to cast, and activates at Initiative 0, while a third level spell requires 2 \glspl{round} to cast.
-	When casting spells in combat, a \gls{miracleworker} will generally use the \textit{Fast} Enhancement (page \pageref{fast}).
+  Your standard spell takes a while to cast -- specifically a number of rounds equal to half the spell's level.
+  A first level spell takes a full \gls{round} to cast, and activates at Initiative 0, while a third level spell requires 2 \glspl{round} to cast.
+  When casting spells in combat, a \gls{miracleworker} will generally use the \textit{Fast} Enhancement (page \pageref{fast}).
 }{
-	Spells require a number of full \glspl{round} to cast equal to half the spell's level.
+  Spells require a number of full \glspl{round} to cast equal to half the spell's level.
 }
 
 Casters who take any other action during this time, such as evading an attack or speaking, lose the spell and must start over (but lose no \glspl{mp}).
@@ -329,7 +329,7 @@ The mage can gain mana slowly, spending some, drawing more from a mana stone or
 Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together.
 They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell.
 \iftoggle{verbose}{%
-	As usual, the primary caster can spend mana up to double their Metamagic score (meaning total \glspl{mp}), the second caster can add a maximum number of \glspl{mp} up to their regular total, and the next caster can \glspl{mp} up to a quarter of their total, and so on.
+  As usual, the primary caster can spend mana up to double their Metamagic score (meaning total \glspl{mp}), the second caster can add a maximum number of \glspl{mp} up to their regular total, and the next caster can \glspl{mp} up to a quarter of their total, and so on.
 }{}
 
 \subsection{Spell Enhancements}
@@ -342,10 +342,10 @@ The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide ar
 The spell would then cost 3 \glspl{mp} to cast, and require 3 rounds to cast.
 
 \iftoggle{verbose}{
-	\subsection{Spell Failure}
-	Spells are always cast, even if the caster does not get the intended result.
-	If an illusion spell fails, the illusion persists -- it simply looks obviously magical, like bad CGI.
-	If a fireball spell fails, fire still comes, as the mage's mana has to go \emph{somewhere}, even if nothing hits the intended target.
+  \subsection{Spell Failure}
+  Spells are always cast, even if the caster does not get the intended result.
+  If an illusion spell fails, the illusion persists -- it simply looks obviously magical, like bad CGI.
+  If a fireball spell fails, fire still comes, as the mage's mana has to go \emph{somewhere}, even if nothing hits the intended target.
 }{}
 
 \end{multicols}
@@ -414,7 +414,7 @@ Whichever has the most empty slots restores mana first, so if one item has 1 out
 If items are tied, roll a die to see which regenerates \glspl{mp} first.
 
 \iftoggle{verbose}{
-	For this reason, adventuring parties cannot make use of dozens of magical items at once.
+  For this reason, adventuring parties cannot make use of dozens of magical items at once.
 }{}
 
 \spell{Imbuing}{Instant}{Empathy}{Add \glspl{mp} to a mana stone}\\
@@ -520,19 +520,19 @@ Command words do not necessarily have to be actual words -- they could be entire
 
 Whoever activated the item counts as `the caster', for the purpose of casting a spell.
 \iftoggle{verbose}{%
-	For example, a spell which allows `the caster' to detect what is happening far away, could be placed into an alchemical scroll.
-	Whoever uses the scroll would then be able to detect the area.
+  For example, a spell which allows `the caster' to detect what is happening far away, could be placed into an alchemical scroll.
+  Whoever uses the scroll would then be able to detect the area.
 }{}%
 If the item changes hands while the spell is active, `the caster' changes too.
 \iftoggle{verbose}{%
-	If a magical item allows `the caster', to enchant people, then whoever holds the item at that moment counts as `the caster', even if the item changes hands several times.
+  If a magical item allows `the caster', to enchant people, then whoever holds the item at that moment counts as `the caster', even if the item changes hands several times.
 }{}
 
 Pocket spells require 8 Initiative to cast, just like using any other item.
 
 These items always use the caster's Intelligence Bonus, but have no relation to Skills, so they do not gain any Bonus from anyone's Skills.
 \iftoggle{verbose}{%
-	When casting a scroll with a Fireball spell, if the caster's Intelligence Bonus were +1, the scroll rolls to hit with +1 Bonus, even if neither scroll's creator, or user, have the Projectiles Skill.
+  When casting a scroll with a Fireball spell, if the caster's Intelligence Bonus were +1, the scroll rolls to hit with +1 Bonus, even if neither scroll's creator, or user, have the Projectiles Skill.
 }{}
 
 The item's effective Wits Bonus is also equal to the caster's Intelligence, so a caster with Intelligence +2 would make items which have an effective Intelligence of +2 and Wits +2.
@@ -586,10 +586,10 @@ Sentient spells take the Mental Attributes of their caster, so they can enter co
 They also take their caster's Code, so a mage devoted to \gls{justicegod} would create spells which seek to enforce the local laws.
 
 \iftoggle{verbose}{%
-	The most common use of a sentient spell is to create a Pocket Spell, Talisman, or other magical item which can make its own decisions about when to cast.
-	A sword which casts fireball upon enemies when striking, or a tree which shines with light when a human enters the area, or a runic enscription on a stone door that turns the stone back to wood once the password is stated are all possibilities.
+  The most common use of a sentient spell is to create a Pocket Spell, Talisman, or other magical item which can make its own decisions about when to cast.
+  A sword which casts fireball upon enemies when striking, or a tree which shines with light when a human enters the area, or a runic enscription on a stone door that turns the stone back to wood once the password is stated are all possibilities.
 }{
-	Sentient Pocket Spells, Talismans, and Artefacts can cast their own spells.
+  Sentient Pocket Spells, Talismans, and Artefacts can cast their own spells.
 }
 
 \spelllevel
diff --git a/main.tex b/main.tex
index 326cf3d1..fccf1cf3 100644
--- a/main.tex
+++ b/main.tex
@@ -22,8 +22,8 @@ Keywords={TTRPG,RPG,roleplaying}
 \pagenumbering{gobble}
 
 \frontpage{BIND}%
-	{The Open Source RPG}%
-	{images/Boris_Pecikozic/the_storyteller.jpg}
+  {The Open Source RPG}%
+  {images/Boris_Pecikozic/the_storyteller.jpg}
 
 \tableofcontents
 
diff --git a/races.tex b/races.tex
index 547697b1..7d7bad8a 100644
--- a/races.tex
+++ b/races.tex
@@ -122,19 +122,19 @@ At 200 years old the elf's maximum Strength score becomes 0 but their maximum Sp
 At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4.
 Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2.
 
-	\begin{boxtable}[XcX]
+  \begin{boxtable}[XcX]
 
-		Age & Max. Strength & Increase \\\hline
+    Age & Max. Strength & Increase \\\hline
 
-		100 & +1 & Dexterity \\
+    100 & +1 & Dexterity \\
 
-		200 & 0 & Speed \\
+    200 & 0 & Speed \\
 
-		300 & -1 & Intelligence \\
+    300 & -1 & Intelligence \\
 
-		400 & -2 & Charisma \\
+    400 & -2 & Charisma \\
 
-	\end{boxtable}
+  \end{boxtable}
 
 \subsection{Starting Characters}
 
diff --git a/rules.tex b/rules.tex
index e4da92f6..bb9f3cad 100644
--- a/rules.tex
+++ b/rules.tex
@@ -9,40 +9,40 @@
 
 \newcommand{\TNChart}{
 
-	\begin{rollchart}
+  \begin{rollchart}
 
-		{\bf \glsentrytext{tn}} & {\bf Task} \\\hline
+    {\bf \glsentrytext{tn}} & {\bf Task} \\\hline
 
-		2 & Automatic \\
+    2 & Automatic \\
 
-		4 & Trivial \\
+    4 & Trivial \\
 
-		6 & Easy \\
+    6 & Easy \\
 
-		8 & Serious \\
+    8 & Serious \\
 
-		10 & Professional \\
+    10 & Professional \\
 
-		12 & Specialist \\
+    12 & Specialist \\
 
-		14 & Extreme \\
+    14 & Extreme \\
 
-		16 & Epic \\
+    16 & Epic \\
 
-		18 & Legendary \\
+    18 & Legendary \\
 
-		20 & Implausible \\
+    20 & Implausible \\
 
-	\end{rollchart}
+  \end{rollchart}
 
 }
 
 \iftoggle{verbose}{%
-	\sidebox{
-	\TNChart
-	}
+  \sidebox{
+  \TNChart
+  }
 }{
-	\TNChart
+  \TNChart
 }
 
 \noindent
@@ -77,9 +77,9 @@ Example Group rolls include:
 
 \begin{itemize}
 
-	\item{Busting open a door}
-	\item{Recalling an obscure political fact}
-	\item{Sneaking past guards}
+  \item{Busting open a door}
+  \item{Recalling an obscure political fact}
+  \item{Sneaking past guards}
 
 \end{itemize}
 }{}
@@ -97,16 +97,16 @@ When taking a \gls{restingaction}, one die is presumed to have rolled a 6 and th
 
 \iftoggle{verbose}{
 
-	Example \glspl{restingaction} include:
+  Example \glspl{restingaction} include:
 
-	\begin{itemize}
+  \begin{itemize}
 
-	\item Studying a magical artefact for a month.
-	\item Repeatedly attempting to gain an audience with a local noble.
-	\item Bashing away at a door for a month, using different tools.
-	\end{itemize}
+  \item Studying a magical artefact for a month.
+  \item Repeatedly attempting to gain an audience with a local noble.
+  \item Bashing away at a door for a month, using different tools.
+  \end{itemize}
 
-	\input{story/5-resting.tex}
+  \input{story/5-resting.tex}
 
 }{}
 
@@ -124,17 +124,17 @@ Two companions with a +3 bonus would add a total of a +2 bonus.
 
 \iftoggle{verbose}{
 
-	Example Team Actions include:
+  Example Team Actions include:
 
-	\begin{itemize}
+  \begin{itemize}
 
-	\item Getting a broken cart down a hill without damaging it.
-	\item Tracking down a local thief in a large city.
-	\item Spotting danger in the wild.
+  \item Getting a broken cart down a hill without damaging it.
+  \item Tracking down a local thief in a large city.
+  \item Spotting danger in the wild.
 
-	\end{itemize}
+  \end{itemize}
 
-	\input{story/6-team.tex}
+  \input{story/6-team.tex}
 }{}
 
 \subsubsection{Stacking}
@@ -157,7 +157,7 @@ The player then rolls against that \gls{tn}.
 The results are exactly the same, but having Players roll for everything helps emphasize agency and can speed up the game.
 
 \iftoggle{verbose}{
-	\input{story/7-resisted.tex}
+  \input{story/7-resisted.tex}
 }{}
 
 \subsection{Margins}
@@ -172,7 +172,7 @@ 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}{
@@ -214,7 +214,7 @@ The personal goals and piety of a character are denoted by different codes of be
 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}).
+  Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}).
 }
 {}
 
@@ -260,13 +260,13 @@ If players need to discount multiple adversaries, they are counted from highest
 \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.
+  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 Initiative click.
-	The highest \gls{xp} total is taken first, then the second highest, and then the third.
+  Players may receive \glspl{xp} for killing up to 10 creatures within a single Initiative click.
+  The highest \gls{xp} total is taken first, then the second highest, and then the third.
 }
 
 \subsection{Spending \gls{xp}}
@@ -279,8 +279,8 @@ Attributes have a standard maximum of +3 and minimum of -3. This is adjusted by
 
 Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so taking a character from -4 Strength to 0 would cost 20 \gls{xp}.
 
-		\setcounter{xp}{10}
-		\newcounter{bon}\setcounter{bon}{1}
+    \setcounter{xp}{10}
+    \newcounter{bon}\setcounter{bon}{1}
 
 % On the ref version, we the page is small, so we end multicols here.
 % On the full version, the multicol ending comes below.
@@ -292,32 +292,32 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 \begin{multicols}{2}
 
 \begin{xpbox}{A}
-		Attribute Level & Cost \\\hline
+    Attribute Level & Cost \\\hline
 
-		Negative & 5 \\
+    Negative & 5 \\
 
-		+\arabic{bon} & \arabic{xp} \addtocounter{xp}{\value{bon}}\addtocounter{bon}{1} \\ 
+    +\arabic{bon} & \arabic{xp} \addtocounter{xp}{\value{bon}}\addtocounter{bon}{1} \\ 
 
-		+2 & 20 \\
+    +2 & 20 \\
 
-		+3 & 30 \\
+    +3 & 30 \\
 
-		+4 & 50 \\
+    +4 & 50 \\
 \end{xpbox}
 
 \begin{xpbox}{A}
 
-		FP Base & Cost \\\hline
+    FP Base & Cost \\\hline
 
-		10 & 10 \\
+    10 & 10 \\
 
-		15 & 15 \\
+    15 & 15 \\
 
-		20 & 25 \\
+    20 & 25 \\
 
-		25 & 45 \\
+    25 & 45 \\
 
-		30 & 85 \\
+    30 & 85 \\
 
 \end{xpbox} 
 
@@ -327,41 +327,41 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \begin{xpbox}{B}
 
-		Magic Sphere & Cost \\\hline
+    Magic Sphere & Cost \\\hline
 
-		1st & 10 \\
+    1st & 10 \\
 
-		2nd & 15 \\
+    2nd & 15 \\
 
-		3rd & 25 \\
+    3rd & 25 \\
 
-		4th & 45 \\
+    4th & 45 \\
 
-		5th & 85 \\
+    5th & 85 \\
 
 \end{xpbox}
 
 \begin{xpbox}{C}
 
-		Skill Level & Cost \\\hline
+    Skill Level & Cost \\\hline
 
-		+1 & 5 \\
+    +1 & 5 \\
 
-		+2 & 10 \\
+    +2 & 10 \\
 
-		+3 & 15 \\
+    +3 & 15 \\
 
 \end{xpbox}
 
 \begin{xpbox}{C}
 
-		Combat/Proj. & Cost \\\hline
+    Combat/Proj. & Cost \\\hline
 
-		+1 & 10 \\
+    +1 & 10 \\
 
-		+2 & 20 \\
+    +2 & 20 \\
 
-		+3 & 40 \\
+    +3 & 40 \\
 
 \end{xpbox}
 
@@ -412,101 +412,101 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
 \begin{boxtable}[XcX]
 
-	\textbf{Animal} & & \textbf{Cost} \\\hline
+  \textbf{Animal} & & \textbf{Cost} \\\hline
 
-	Dog & & 2 sp \\
+  Dog & & 2 sp \\
 
-	Donkey &   &  2 sp \\
+  Donkey &   &  2 sp \\
 
-	Horse &   &  5 gp \\
+  Horse &   &  5 gp \\
 
-	War Horse &   &  8 gp \\
+  War Horse &   &  8 gp \\
 
-	Leather Barding &   &  1 gp \\
+  Leather Barding &   &  1 gp \\
 
-	Chain Barding &   &  2 gp \\
+  Chain Barding &   &  2 gp \\
 
-	Plate Barding &   &  15 gp \\
+  Plate Barding &   &  15 gp \\
 
 \end{boxtable}
 
 \begin{boxtable}[XcX]
 
-	\textbf{Buildings} & & \textbf{Cost} \\\hline
+  \textbf{Buildings} & & \textbf{Cost} \\\hline
 
-	Cottage & &  20 gp \\
+  Cottage & &  20 gp \\
 
-	Keep & &  1,000 gp \\
+  Keep & &  1,000 gp \\
 
-	Small Castle & &  4,000 gp \\
+  Small Castle & &  4,000 gp \\
 
-	Medium Castle & &  10,000 gp \\
+  Medium Castle & &  10,000 gp \\
 
-	Large Castle & &  30,000 gp \\
+  Large Castle & &  30,000 gp \\
 
 \end{boxtable}
 
 \begin{boxtable}[XcX]
 
-	\textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline
+  \textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline
 
-	Peasant clothes &  -3 &  50 cp \\
+  Peasant clothes &  -3 &  50 cp \\
 
-	Noble clothes &  -4 &  1 gp \\
+  Noble clothes &  -4 &  1 gp \\
 
-	Lavish clothes &  -5 &  3 gp \\
+  Lavish clothes &  -5 &  3 gp \\
 
-	Travelling clothes &  -3 &  5
+  Travelling clothes &  -3 &  5
 
 \end{boxtable}
 
 \begin{boxtable}[XcX]
 
-	\textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline
+  \textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline
 
-	Cart & 11 & 10 gp \\
+  Cart & 11 & 10 gp \\
 
-	Grappling hook &  -2 &  1 sp \\
+  Grappling hook &  -2 &  1 sp \\
 
-	Ink bottle &  &  5 cp \\
+  Ink bottle &  &  5 cp \\
 
-	Iron rations &  -2 &  10 cp \\
+  Iron rations &  -2 &  10 cp \\
   \index{Food}\index{Rations}
 
-	Lantern &  -2 &  3 sp \\
+  Lantern &  -2 &  3 sp \\
 
-	Lock pick set &   &  10 sp \\
+  Lock pick set &   &  10 sp \\
 
-	Metallurgy set &  6 &  40 sp \\
+  Metallurgy set &  6 &  40 sp \\
 
-	Parchment sheet &   &  1 cp \\
+  Parchment sheet &   &  1 cp \\
 
-	Quill &   &  4 cp \\
+  Quill &   &  4 cp \\
 
-	Rope, 50' &  -1 &  50 cp \\
+  Rope, 50' &  -1 &  50 cp \\
 
-	Rope, silk, 50' &  -4 &  3 sp \\
+  Rope, silk, 50' &  -4 &  3 sp \\
 
 \end{boxtable}
 
 \index{Camping}
 \begin{boxtable}[XcX]
 
-	\textbf{Travel} & & \textbf{Cost} \\\hline
+  \textbf{Travel} & & \textbf{Cost} \\\hline
 
-	Ale & &  1 cp \\
+  Ale & &  1 cp \\
 
-	Cart & &  1 gp \\
+  Cart & &  1 gp \\
 
-	Camping equipment & & {1 sp} \\
+  Camping equipment & & {1 sp} \\
 
-	One meal & & 2 cp \\
+  One meal & & 2 cp \\
 
-	Barn for the night & & 2 cp \\
+  Barn for the night & & 2 cp \\
 
-	Basic room for the night & & 30 cp \\
+  Basic room for the night & & 30 cp \\
 
-	Fancy room for the night & & 3 sp \\
+  Fancy room for the night & & 3 sp \\
 
 \end{boxtable}
 
@@ -551,68 +551,68 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig
 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}{
-	\pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
+  \pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}
 }{} 
 
 \iftoggle{verbose}{
 
-	\input{story/encumbrance.tex}
+  \input{story/encumbrance.tex}
 }{}
 
 \newcommand{\servicesChart}{
 
 \begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt,left=3pt,right=3pt,code={\rowcolors{2}{}{gray!10}}]
 
-	\textbf{Sellsword} & 10sp/ day \\\hline
+  \textbf{Sellsword} & 10sp/ day \\\hline
 
-	Opponent & \gls{xp}$^3$ sp \\
+  Opponent & \gls{xp}$^3$ sp \\
 
-	Illegal Murder & 10sp \\\hline
+  Illegal Murder & 10sp \\\hline
 
-	\textbf{Guide} &  150 cp/ day \\\hline
+  \textbf{Guide} &  150 cp/ day \\\hline
 
-	Dangerous area & 1sp \\
+  Dangerous area & 1sp \\
 
-	Uncharted area & 50cp \\\hline
+  Uncharted area & 50cp \\\hline
 
-	\textbf{Minstrel} &  15 cp/ performance \\\hline
+  \textbf{Minstrel} &  15 cp/ performance \\\hline
 
-	Large audience & 500cp \\
+  Large audience & 500cp \\
 
-	Massive audience & 1sp \\
+  Massive audience & 1sp \\
 
-	Creating a new song & 2sp \\
+  Creating a new song & 2sp \\
 
-	Illegal song & 5sp \\\hline
+  Illegal song & 5sp \\\hline
 
-	\textbf{Tracker} &  5 sp/ day \\\hline
+  \textbf{Tracker} &  5 sp/ day \\\hline
 
-	Dangerous area & 2sp \\
+  Dangerous area & 2sp \\
 
-	Uncharted area & 4sp \\\hline
+  Uncharted area & 4sp \\\hline
 
-	\textbf{Hospitality} &  \\\hline
+  \textbf{Hospitality} &  \\\hline
 
-	Public House & 0cp \\
+  Public House & 0cp \\
 
-	Barn with breakfast & 3cp \\
+  Barn with breakfast & 3cp \\
 
-	City Inn & 30cp \\
+  City Inn & 30cp \\
 
-	Fancy Room & 1sp \\
+  Fancy Room & 1sp \\
 
 \end{tcolorbox}
 }
 
 \iftoggle{verbose}{
-	\begin{figure*}[t!]
-	\servicesChart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \servicesChart
+  \end{figure*}
 }{
-	\begin{figure*}[t!]
-	\footnotesize
-	\servicesChart
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \servicesChart
+  \end{figure*}
 }
 
 \subsection{Cultures \& Exchange Rates}
@@ -625,19 +625,19 @@ The costs of the items here are based on the most common race -- humans. Other r
 \needspace{6em}
 \sidebox{
 
-	\begin{rollchart}
+  \begin{rollchart}
 
-		Race & Multiplier \\\hline
+    Race & Multiplier \\\hline
 
-		Elves & $\times 3$ \\
+    Elves & $\times 3$ \\
 
-		Dwarves & $\times 2$ \\
+    Dwarves & $\times 2$ \\
 
-		Gnomes & $\times 2$ \\
+    Gnomes & $\times 2$ \\
 
-		Gnolls & $\frac{1}{2}$ \\
+    Gnolls & $\frac{1}{2}$ \\
 
-	\end{rollchart}
+  \end{rollchart}
 
 }
 
@@ -659,7 +659,7 @@ The player can decide to replace any of these items with a generic item called \
 If a player has an \gls{adventuringequipment} item, they can decided to describe exactly what it is at any point later in the game.
 
 \iftoggle{verbose}{
-	\input{story/9-rations.tex}
+  \input{story/9-rations.tex}
 }{}
 
 \Gls{adventuringequipment} can include any of the following items:
@@ -684,7 +684,7 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe
 \end{multicols}
 
 \iftoggle{verbose}{
-	\input{story/cc.tex}
+  \input{story/cc.tex}
 }{}
 
 \subsubsection{Starting Money}
@@ -696,7 +696,7 @@ For example, a character with Academics 1 and Tactics 1 might roll a total of 7.
 $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 
 \iftoggle{verbose}{
-	\input{story/equipment.tex}
+  \input{story/equipment.tex}
 }{}
 
 \subsection{Services}
@@ -754,7 +754,7 @@ Players can call for a \gls{downtime} any time they reach a safe area.
 \iftoggle{verbose}{%
   This non-adventuring period allows the \glspl{pc} to heal, and gain advanced Traits.
 }{
-	After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent.
+  After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent.
 }
 
 \subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas}
diff --git a/spheres.tex b/spheres.tex
index dfb6982b..0884efa2 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -102,24 +102,24 @@ Creatures only frozen up to their waist or ankles can gain a bonus to break out
 If the caster can extend the range, then the spell can travel any distance, although longer distances can make the spell rather a long-shot, with each area traversed raising the \gls{tn} by 3.
 
 \iftoggle{verbose}{%
-	Elves often use a \textit{Colourful Plantform} to sculpt plants into unnatural forms, or to create temporary statues of other elves.
+  Elves often use a \textit{Colourful Plantform} to sculpt plants into unnatural forms, or to create temporary statues of other elves.
 }{}
 
 \spell{Wind Blast}{Instant}{Seafaring}{Push enemies back, lowering their Initiative}\\
 Wind blows from the mage, pushing the target back and distracting them.
 \iftoggle{verbose}{
-	The larger a target is, the harder it is to affect them.
+  The larger a target is, the harder it is to affect them.
 }{}%
 \label{windblast}
 The spell's total power is equal to its level plus the caster's Intelligence Bonus, minus the target's Strength.
 Each point pushes the target back by 1 square and subtracts 1 from their Initiative.
 \iftoggle{verbose}{%
-	For example, a mage casts a \textit{Wide Wind Blast} spell at two goblins (with Strength -1) and an ogre (with Strength +4).
-	Since it's a \textit{Wide} spell, it's cast at level 2, and the +1 Intelligence Bonus makes the total spell-potency 3.%
-	\footnote{See page \pageref{wide_enhancement} for casting big spells.}
-	The two goblins are pushed back 4 squares and lose 4 Initiative.%
-	\footnote{($3 - -1 = 4$)}
-	The ogre, however, ignores the spell entirely.
+  For example, a mage casts a \textit{Wide Wind Blast} spell at two goblins (with Strength -1) and an ogre (with Strength +4).
+  Since it's a \textit{Wide} spell, it's cast at level 2, and the +1 Intelligence Bonus makes the total spell-potency 3.%
+  \footnote{See page \pageref{wide_enhancement} for casting big spells.}
+  The two goblins are pushed back 4 squares and lose 4 Initiative.%
+  \footnote{($3 - -1 = 4$)}
+  The ogre, however, ignores the spell entirely.
 }{}
 
 Anyone pushed back by the spell cannot take Quick Actions again, except Evasion, until their Initiative comes up; so no moving, or speaking is possible until they regain their balance.
@@ -164,23 +164,23 @@ Bushes targeted by the spell can grow tall instantly, while trees can take decad
 
 \sidebox[23]{
 
-	\begin{rollchart}
+  \begin{rollchart}
 
-		Margin & Ageing \\\hline
-	
-		0 & 1 Year \\
-	
-		1 & 5 Years \\
-	
-		2 & 1 Decade \\
-	
-		3 & 5 Decades \\
-	
-		4 & 1 Century \\
-	
-		5 & 2 Centuries \\
+    Margin & Ageing \\\hline
+  
+    0 & 1 Year \\
+  
+    1 & 5 Years \\
+  
+    2 & 1 Decade \\
+  
+    3 & 5 Decades \\
+  
+    4 & 1 Century \\
+  
+    5 & 2 Centuries \\
 
-	\end{rollchart}
+  \end{rollchart}
 
 }
 
@@ -344,12 +344,12 @@ The mage focusses on a dreaming target and perceives their dreams while interact
 Those inside a dream can use any spell, as long as their relevant Skill is equal to the level of sphere they want to employ, as if they were on the Path of Blood.
 \iftoggle{verbose}{%
   For example, someone with Wyldcrafting 1 can use Plantform from the Aldaron sphere (which is a level 1 spell, and uses the Wyldcrafting Skill).
-	Someone with Empathy 2 could use the Enchantment spells \textit{Calm}, and \textit{Focus}, but not \textit{Sleep} (as this is a level 3 spell.)
+  Someone with Empathy 2 could use the Enchantment spells \textit{Calm}, and \textit{Focus}, but not \textit{Sleep} (as this is a level 3 spell.)
 
-	Spells which have variable Skills, such as \textit{illusion}, are generally available.
-	Someone with Wyldcrafting would be able to cast illusions of animals, and someone with Crafts would be able to make an illusion of a chest.
+  Spells which have variable Skills, such as \textit{illusion}, are generally available.
+  Someone with Wyldcrafting would be able to cast illusions of animals, and someone with Crafts would be able to make an illusion of a chest.
 
-	Everyone's total \glspl{mp} determine their Metamagic ability, as usual.
+  Everyone's total \glspl{mp} determine their Metamagic ability, as usual.
 }{}
 All dreamers can use their standard spheres in addition to any gained through these lucid dreaming abilities.
 
@@ -359,8 +359,8 @@ Anyone damaged in a dream loses \glspl{mp} instead of \glspl{hp}.
 Everyone has a natural \gls{dr} equal to double their Charisma Bonus.
 Once they receive damage without having further \glspl{mp} to sacrifice, they wake up.
 \iftoggle{verbose}{
-	The spell can be used in this way to exhaust people, as it robs them of the ability to recover \glspl{fatigue} while sleeping.
-	}{}
+  The spell can be used in this way to exhaust people, as it robs them of the ability to recover \glspl{fatigue} while sleeping.
+  }{}
 
 A \textit{Wide Dream Walk} spell pulls targets into a single dream space.
 
@@ -401,7 +401,7 @@ They have trouble articulating exactly what's wrong, but will remain confused fo
 The spell is sometimes initiated by eye contact, sometimes by song -- any number of social interactions can suffice for transferring the spell's effects.
 
 \iftoggle{verbose}{
-	\pic{Roch_Hercka/elvish_enchanter}{\label{roch:enchanter}}
+  \pic{Roch_Hercka/elvish_enchanter}{\label{roch:enchanter}}
 }{}
 
 A resisted roll is made -- the enchanter uses their Intelligence + Deceit Skill while the target uses Wits + Academics.
@@ -486,21 +486,21 @@ If the enchanter maintains the spell then the target can re-roll at the beginnin
 
 \end{multicols}
 
-	\begin{boxtable}[llX]
-		Task Bonus & \gls{tn} & \\\hline
+  \begin{boxtable}[llX]
+    Task Bonus & \gls{tn} & \\\hline
 
-		Humiliation & +2 & Any action which would humiliate the target grants a +2 bonus to resist. \\
+    Humiliation & +2 & Any action which would humiliate the target grants a +2 bonus to resist. \\
 
-		Betrayal & +4 & Targets who would otherwise be weak-willed and at the mercy of the enchanter gain a +4 bonus to resist attacking their allies. This bonus can increase up to +6 to resist attacking loved ones such as family and close friends.\\
+    Betrayal & +4 & Targets who would otherwise be weak-willed and at the mercy of the enchanter gain a +4 bonus to resist attacking their allies. This bonus can increase up to +6 to resist attacking loved ones such as family and close friends.\\
 
-		Code Breach & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action.
-	For example, those following \gls{joygod} would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way.
-	Those following \gls{wargod} gain 10 \glspl{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry.
-		\\
-		Code Fulfilment & Variable & As above, the caster gains a bonus to forcing people to act in line with their Code, equal to the \glspl{xp} they would gain.
-		\\
+    Code Breach & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action.
+  For example, those following \gls{joygod} would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way.
+  Those following \gls{wargod} gain 10 \glspl{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry.
+    \\
+    Code Fulfilment & Variable & As above, the caster gains a bonus to forcing people to act in line with their Code, equal to the \glspl{xp} they would gain.
+    \\
 
-	\end{boxtable}
+  \end{boxtable}
 
 \begin{multicols}{2}
 
@@ -605,15 +605,15 @@ If they interact with anyone else, the spell instantly fails, and the action can
 \iftoggle{verbose}{%
 \begin{exampletext}
 
-	Artemis wants to know if a nearby begger is a spy in disguise.
-	He begins by casting a \textit{Wide Snapback} over himself and the begger, then jumps forward, kicks the begger in the face, and tells him he has been found out.
-	The begger simply looks shocked -- apparently Artemis has the wrong person, so he takes his decision back.
-	Artemis finds himself at the end of the spell, with a prophetic knowledge of what \textit{would} have happened if he had kicked the begger, without ever having done so.
+  Artemis wants to know if a nearby begger is a spy in disguise.
+  He begins by casting a \textit{Wide Snapback} over himself and the begger, then jumps forward, kicks the begger in the face, and tells him he has been found out.
+  The begger simply looks shocked -- apparently Artemis has the wrong person, so he takes his decision back.
+  Artemis finds himself at the end of the spell, with a prophetic knowledge of what \textit{would} have happened if he had kicked the begger, without ever having done so.
 
 \end{exampletext}
 
-	The only way to use the spell for a fight is to cover all combatants with a \textit{Wide Snapback}.
-	The spell might be used on a single person picking a lock on a door (but if the door triggers an explosion and damages others, the spell fails).
+  The only way to use the spell for a fight is to cover all combatants with a \textit{Wide Snapback}.
+  The spell might be used on a single person picking a lock on a door (but if the door triggers an explosion and damages others, the spell fails).
 }{}
 
 \spelllevel
@@ -680,7 +680,7 @@ While powerful, the spell is particularly challenging to cast, as it has a \gls{
 
 Those caught by the spell count as \textit{prone}, leaving them open to Sneak Attacks.%
 \iftoggle{verbose}{%
-	\footnote{See page \pageref{prone}.}
+  \footnote{See page \pageref{prone}.}
 }{}
 
 The spell has an effective Speed Bonus equal to its level plus the caster's Intelligence Bonus, so casters can move their quarry just as if the spell were running.
@@ -697,7 +697,7 @@ The maximum \gls{weightrating} anyone can lift is equal to their Strength Bonus
 
 If cast as a \textit{Wide} spell on a single target, each additional square affected adds the spell's level to the total the spell can lift.
 \iftoggle{verbose}{%
-	For example, a \textit{Wide Levitation} cast at level 3 and covering 3 squares, could lift a total \gls{weightrating} of 9 plus the caster's Intelligence Bonus.
+  For example, a \textit{Wide Levitation} cast at level 3 and covering 3 squares, could lift a total \gls{weightrating} of 9 plus the caster's Intelligence Bonus.
 }{}
 
 \spell{Lock}{Continuous}{Craft}{Bind a door shut}\\
@@ -736,7 +736,7 @@ The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level.
 The spell covers a progressively larger area depending upon the level used.
 
 \iftoggle{verbose}{%
-	Mages able to cast \textit{Ranged} spells make for legendary spies, although the power is limited by the fact that while the mage can feel events at a distance, they cannot hear voices or read anything.
+  Mages able to cast \textit{Ranged} spells make for legendary spies, although the power is limited by the fact that while the mage can feel events at a distance, they cannot hear voices or read anything.
 }{}
 
 Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Clairvoyance.
@@ -814,7 +814,7 @@ When cast over a full area, all are effected, and movement becomes extremely dif
 \begin{multicols}{2}
 
 \iftoggle{verbose}{
-	\toppic{Roch_Hercka/illusion_trogdor}{\label{roch:trogdor}}
+  \toppic{Roch_Hercka/illusion_trogdor}{\label{roch:trogdor}}
 }{}
 
 \noindent
@@ -835,7 +835,7 @@ By wrapping the target in shadows, they gain a bonus to hiding equal to the spel
 This won't do much good when someone walks close to an inky patch of darkness, and can be actively harmful when a patch of blackness is wandering across a Sunny street.
 
 \iftoggle{verbose}{
-	\sidepic{Roch_Hercka/polymorph}{\label{roch:polymorph}}
+  \sidepic{Roch_Hercka/polymorph}{\label{roch:polymorph}}
 }{}
 
 Casting this as a \textit{Colourful Cloak} allows the shadow to take on real colours, so the caster can make something look like just about anything else.
@@ -876,7 +876,7 @@ When cast as a \textit{Wide} spell, a full group can lose the ability to communi
 
 \iftoggle{verbose}{
 
-	\toppic{Roch_Hercka/flashing_light}{\label{roch:light}}
+  \toppic{Roch_Hercka/flashing_light}{\label{roch:light}}
 }{}
 
 \noindent
@@ -935,7 +935,7 @@ Larger fires require a \textit{Wide Extinguish} spell.
 \label{fireball}
 \spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $3 + Lv + Int$ Damage}\\
 \iftoggle{verbose}{
-	\sidepic[40]{Roch_Hercka/conjuration_left}{\label{roch:invocation}}
+  \sidepic[40]{Roch_Hercka/conjuration_left}{\label{roch:invocation}}
 }{}
 The mage throws out a ball of flaming, crackling ball of energy, which strikes and burns the target.
 The Damage is 3 Damage, plus the spell's Level, plus the caster's Intelligence Bonus.
@@ -1007,19 +1007,19 @@ These ghouls have a basic Intelligence and Wits score of 0.
 Summoned ghouls with magic spheres can only use the Paths of Alchemy, Runes, or Divinity (\gls{deathgod}).
 
 \iftoggle{verbose}{
-	\begin{exampletext}
+  \begin{exampletext}
 
-	Sirius attempts to  call a ghoul, with a \textit{Potent, Sentient, Ghoul Calling}.
-	With his +2 Intelligence Bonus, the ghast will have 6 points.
+  Sirius attempts to  call a ghoul, with a \textit{Potent, Sentient, Ghoul Calling}.
+  With his +2 Intelligence Bonus, the ghast will have 6 points.
 
-	Initially, Sirius plans to summon a ghast to cast spells for him, so he plans to spend those 6 points on Academics (so he can summon someone on the Path of Alchemy), and 5 points in Invocation.
+  Initially, Sirius plans to summon a ghast to cast spells for him, so he plans to spend those 6 points on Academics (so he can summon someone on the Path of Alchemy), and 5 points in Invocation.
 
-	Unfortunately, he rolls a `10', which is precisely the \gls{tn}, leaving him with only 1 point to assign.
-	He goes for `Combat 1' instead, and the crafty \gls{gm} spends the rest of the points on the ghast's Wits and Academics.
+  Unfortunately, he rolls a `10', which is precisely the \gls{tn}, leaving him with only 1 point to assign.
+  He goes for `Combat 1' instead, and the crafty \gls{gm} spends the rest of the points on the ghast's Wits and Academics.
 
-	With Wits +2 and Academics +3, the ghouls will not succumb to Sirius' \textit{Command the Dead} spell so easily, as it requires \gls{tn} `12' to control.
+  With Wits +2 and Academics +3, the ghouls will not succumb to Sirius' \textit{Command the Dead} spell so easily, as it requires \gls{tn} `12' to control.
 
-	\end{exampletext}
+  \end{exampletext}
 }{}
 
 \spell{Preservation}{Instant}{Wyldcrafting}{Slow the target's rot}\\
@@ -1042,7 +1042,7 @@ Once the spell is over, the mage often comes crashing down, collapsing from the
 The caster faces a real danger of death if ever they gain enough \glspl{fatigue} to push them over a -5 penalty; they may not gain the penalty but must make a Vitality Check to avoid death and then make another roll each time they gain \glspl{fatigue}.
 
 \iftoggle{verbose}{
-	\pic{Studio_DA/fire_form}{\label{da:fire}}
+  \pic{Studio_DA/fire_form}{\label{da:fire}}
 }{}
 
 \spelllevel
@@ -1077,94 +1077,94 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence
 \end{multicols}
 
 \newcommand{\animalStats}{
-	\begin{boxtable}[lccX]
+  \begin{boxtable}[lccX]
 
-	\textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} & \textbf{Realistic Enhancements (Optional)} \\\hline
+  \textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} & \textbf{Realistic Enhancements (Optional)} \\\hline
 
-	Badger & -4 & -3 & Quadraped \\
+  Badger & -4 & -3 & Quadraped \\
 
 \iftoggle{aif}{
-	Basilisk & +5 & +8 & DR 4-6, Quadraped \\
+  Basilisk & +5 & +8 & DR 4-6, Quadraped \\
 }{}
 
-	Bear & +4 & +5 & DR 2, Quadraped \\
+  Bear & +4 & +5 & DR 2, Quadraped \\
 
-	Beaver & -5 & -4 & Quadraped \\
+  Beaver & -5 & -4 & Quadraped \\
 
-	Bird/ Bat & -5 & 4 & Flight \\
+  Bird/ Bat & -5 & 4 & Flight \\
 
-	Cat & -5 & -5 & Quadraped \\
+  Cat & -5 & -5 & Quadraped \\
 
-	Cow & 0 & +4 & Quadraped \\
+  Cow & 0 & +4 & Quadraped \\
 
 \iftoggle{aif}{
-	Chitincrawler & +3 & +5 & DR 4 \\
+  Chitincrawler & +3 & +5 & DR 4 \\
 }{}
-	Deer & 0 & +2 & Quadraped \\
+  Deer & 0 & +2 & Quadraped \\
 
-	Donkey & 0 & +3 \\
+  Donkey & 0 & +3 \\
 
-	Frog & -5 & -5 & Amphibious \\
+  Frog & -5 & -5 & Amphibious \\
 
-	Goat & -1 & +2 & DR 2, Quadraped \\
+  Goat & -1 & +2 & DR 2, Quadraped \\
 
 \iftoggle{aif}{
-	Griffin & -1 & +2 & Flight \\
+  Griffin & -1 & +2 & Flight \\
 }{}
 
-	Horse & +1 & +4 & Quadraped \\
+  Horse & +1 & +4 & Quadraped \\
 
-	Large Cat & +1 & +3 & Quadraped \\
+  Large Cat & +1 & +3 & Quadraped \\
 
-	Pig & 0 & +3 & DR 2, Quadraped \\
+  Pig & 0 & +3 & DR 2, Quadraped \\
 
-	Rat & -5 & -5 & Quadraped \\
+  Rat & -5 & -5 & Quadraped \\
 
-	Wolf & -2 & +2 & Quadraped \\
+  Wolf & -2 & +2 & Quadraped \\
 
-	\end{boxtable}
+  \end{boxtable}
 }
 
 \sphere{Polymorph}
 
 \newcommand{\animalAbilities}{
-	\begin{boxtext}[title={Animal Abilities}]
+  \begin{boxtext}[title={Animal Abilities}]
 
-	\begin{itemize}
+  \begin{itemize}
 
-		\item{Claws \& Teeth: +1 Damage}
-		\item{Flight: The creature has wings, and can use them properly.}
-		\item{Thick Hide: The animal's thick skin grants \gls{dr} 2.}
-		\item{Amphibious}
-		\item{Quadraped: The creature can fully utilize four limbs to run at double the normal speed when spending a full round moving}
-		\item
-		Venom: Once the creature gets a successful hit, the target gains 4 \glspl{fatigue}, then 3 on the next scene, then 2, and so on.
+    \item{Claws \& Teeth: +1 Damage}
+    \item{Flight: The creature has wings, and can use them properly.}
+    \item{Thick Hide: The animal's thick skin grants \gls{dr} 2.}
+    \item{Amphibious}
+    \item{Quadraped: The creature can fully utilize four limbs to run at double the normal speed when spending a full round moving}
+    \item
+    Venom: Once the creature gets a successful hit, the target gains 4 \glspl{fatigue}, then 3 on the next scene, then 2, and so on.
 
-	\end{itemize}
+  \end{itemize}
 
-	\end{boxtext}
+  \end{boxtext}
 }
 
 \begin{multicols}{2}
 
 \iftoggle{verbose}{
-	\animalAbilities
+  \animalAbilities
 }{
-	\begin{figure*}[b!]
-	\footnotesize
-	\animalAbilities
-	\end{figure*}
+  \begin{figure*}[b!]
+  \footnotesize
+  \animalAbilities
+  \end{figure*}
 }
 
 \iftoggle{verbose}{
-	\begin{figure*}[t!]
-	\animalStats
-	\end{figure*}
+  \begin{figure*}[t!]
+  \animalStats
+  \end{figure*}
 }{
-	\begin{figure*}[t!]
-	\footnotesize
-	\animalStats
-	\end{figure*}
+  \begin{figure*}[t!]
+  \footnotesize
+  \animalStats
+  \end{figure*}
 }
 
 \noindent
diff --git a/stories.tex b/stories.tex
index f79a483b..651c5283 100644
--- a/stories.tex
+++ b/stories.tex
@@ -3,7 +3,7 @@
 \index{Stories}
 
 \iftoggle{verbose}{
-	\bottompic{Vladimir_Arabadzhi/escape}{\label{vlad:stories}}
+  \bottompic{Vladimir_Arabadzhi/escape}{\label{vlad:stories}}
 }{}
 
 \begin{multicols}{2}
@@ -68,14 +68,14 @@ All stories should be noted down on the back of the character sheet, including a
 
 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}
@@ -117,11 +117,11 @@ You have spent a significant amount of time in another culture. You know their l
 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}
@@ -131,15 +131,15 @@ This cannot be a Skill which you have clearly lacked in the past, e.g. if your c
 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}
-	\item 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}
+  \begin{itemize}
+  \item 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}
@@ -161,27 +161,27 @@ This does not count again for the same domain of expertise -- it is only a bonus
 The \gls{storypoint} can be spent after a roll has failed.
 
 \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.
-	\item While nobody knows where they are, you suddenly remember your uncle's maps.
-	They were always plastered all over the walls, and you used to imagine walking in those locations.
-	\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
-	\end{itemize}
+  \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.
+  \item While nobody knows where they are, you suddenly remember your uncle's maps.
+  They were always plastered all over the walls, and you used to imagine walking in those locations.
+  \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
+  \end{itemize}
 }{}
 
 \story{1}{The Special Item}
 You may reveal you have any piece of \gls{adventuringequipment} (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.
-
-	\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}
+  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}
 }{}
 
 \story{1}{Shared Stories}
@@ -195,14 +195,14 @@ If you are both friends with a skilled armourer, they will only be able to repai
 \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 Your character may have died, but the next one can at least be related to the group.
-	One character has spent the entire campaign complaining about his ex-wife, and why he had to leave home to adventure.
-	You decide to return as the ex-wife, who's also been pushed into adventuring due to poverty.
-	\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 Your character may have died, but the next one can at least be related to the group.
+  One character has spent the entire campaign complaining about his ex-wife, and why he had to leave home to adventure.
+  You decide to return as the ex-wife, who's also been pushed into adventuring due to poverty.
+  \end{itemize}
 }{}
 
 \story{1}{The Mana Lake}
@@ -213,12 +213,12 @@ The place will not necessarily help you hide or defend yourself unless you are a
 \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{1-3}{The Old Friend}
@@ -231,14 +231,14 @@ The \gls{npc}'s starting \glspl{xp} is half the current \glspl{xp} total of whic
 Martial or magical abilities cost an extra \gls{storypoint}, so a character with both would cost 3 \glspl{storypoint}.
 
 \iftoggle{verbose}{
-	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 With no idea how to talk to the local lord, you suddenly find your old military friend guarding the gate.
-	\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}
+  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 With no idea how to talk to the local lord, you suddenly find your old military friend guarding the gate.
+  \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 Resting Spot}
@@ -246,14 +246,14 @@ 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}
 }{}
 
 \story{3}{The Treasure}
@@ -262,14 +262,14 @@ 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.
-	\item The local noble is your father, and it's time to ask for a big favour; gold.
-	While there, you spend 2 more \glspl{storypoint} to get a tracker, as you ask your father for a skilled warrior to help you track down the local bandits.
-	\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}
+  \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.
+  \item The local noble is your father, and it's time to ask for a big favour; gold.
+  While there, you spend 2 more \glspl{storypoint} to get a tracker, as you ask your father for a skilled warrior to help you track down the local bandits.
+  \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}
diff --git a/story/10-combat.tex b/story/10-combat.tex
index 6e4ba862..b1c51d9b 100644
--- a/story/10-combat.tex
+++ b/story/10-combat.tex
@@ -54,19 +54,19 @@ Hugi finally releases his crossbow, but in all the confusion misfires. He's down
 \needspace{3cm}
 \begin{wrapfigure}{r}{.3\textwidth}
 
-	\begin{tabularx}{.3\textwidth}{c|X}
-		\setcounter{enc}{12}
+  \begin{tabularx}{.3\textwidth}{c|X}
+    \setcounter{enc}{12}
 
-		8 & Arneson deals 5 Damage to a hobgoblin. \\
+    8 & Arneson deals 5 Damage to a hobgoblin. \\
 
-		7 & Sean misses. \\
+    7 & Sean misses. \\
 
-		6 & Most hobgoblins attack. \\
+    6 & Most hobgoblins attack. \\
 
-		5 & Ogre grabs Hugi, then runs away. \\
-		4 & Two hobgoblins attack. \\
+    5 & Ogre grabs Hugi, then runs away. \\
+    4 & Two hobgoblins attack. \\
 
-	\end{tabularx}
+  \end{tabularx}
 
 \end{wrapfigure}
 
diff --git a/story/11-ram.tex b/story/11-ram.tex
index 0441c248..a7cba791 100644
--- a/story/11-ram.tex
+++ b/story/11-ram.tex
@@ -1,30 +1,30 @@
 \begin{exampletext}
 
-	Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend.
-	Pushing the half dozen hobgoblins back is going to be tricky.
-	He launches himself from the stony step they are on, pushes his chest into one then grabs two more hobgoblins.
-	Since he is pushing back 2 extra figures, he takes a -2 penalty to the action.
-	Arneson's rolling with +2 from his Strength Bonus and +1 bonus for his Combat Skill for a grand total of +1.
-	The \gls{tn} is 7 plus the hobgoblins' Strength of +2 and Combat Skill of +2 for a total of 11.
-	The \gls{gm} allows him a total of a +2 bonus for jumping off the step.
-	The dice come up with an 8 and his total of +3 just passes the test.
-	Normally, he would only push the hobgoblins back by 1 step, but they are on the side of a cliff and being pushed onto their back feet.
+  Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend.
+  Pushing the half dozen hobgoblins back is going to be tricky.
+  He launches himself from the stony step they are on, pushes his chest into one then grabs two more hobgoblins.
+  Since he is pushing back 2 extra figures, he takes a -2 penalty to the action.
+  Arneson's rolling with +2 from his Strength Bonus and +1 bonus for his Combat Skill for a grand total of +1.
+  The \gls{tn} is 7 plus the hobgoblins' Strength of +2 and Combat Skill of +2 for a total of 11.
+  The \gls{gm} allows him a total of a +2 bonus for jumping off the step.
+  The dice come up with an 8 and his total of +3 just passes the test.
+  Normally, he would only push the hobgoblins back by 1 step, but they are on the side of a cliff and being pushed onto their back feet.
 
-	The \gls{gm} decides some sort of check is in order to see how well the hobgoblins perform.
-	Ordinarily, she would roll for each of them but there are six of them and that will take too long.
-	Thinking quickly - because who wants to slow down combat? - she decides that all of them could potentially fall down the cliff since the first three are in front of the next three so Arneson is pushing against all of them one way or another.
-	She gives them a \gls{tn} of 9 to stay up and a bonus of +6 because there are 6 of them.
-	Each Margin they roll in the final score is one hobgoblin that has not fallen over.
-	Dice clatter, she has rolled a `4' and that leaves a final score of 10.
-	Everyone falls down the mountain's steep incline except for a single hobgoblin.
+  The \gls{gm} decides some sort of check is in order to see how well the hobgoblins perform.
+  Ordinarily, she would roll for each of them but there are six of them and that will take too long.
+  Thinking quickly - because who wants to slow down combat? - she decides that all of them could potentially fall down the cliff since the first three are in front of the next three so Arneson is pushing against all of them one way or another.
+  She gives them a \gls{tn} of 9 to stay up and a bonus of +6 because there are 6 of them.
+  Each Margin they roll in the final score is one hobgoblin that has not fallen over.
+  Dice clatter, she has rolled a `4' and that leaves a final score of 10.
+  Everyone falls down the mountain's steep incline except for a single hobgoblin.
 
-	Sean, on Initiative 1, is the last to act.
-	He jumps off the cliff-side to attack the last hobgoblin.
-	He strikes with a score of 11, bypassing the ugly creature's Partial chain armour, then rolls $1D6+2$ for the Damage for a total of 4.
-	The creature is reduced to half its \glspl{hp} with a crimson gash across its throat.
+  Sean, on Initiative 1, is the last to act.
+  He jumps off the cliff-side to attack the last hobgoblin.
+  He strikes with a score of 11, bypassing the ugly creature's Partial chain armour, then rolls $1D6+2$ for the Damage for a total of 4.
+  The creature is reduced to half its \glspl{hp} with a crimson gash across its throat.
 
-	As Sean's sword swooped down it opened up his target's arm. The last one standing cries out and withdraws his arm then backs off.
+  As Sean's sword swooped down it opened up his target's arm. The last one standing cries out and withdraws his arm then backs off.
 
-	``End of the \gls{round}!'', cries the \gls{gm}. ``Round two! Roll for Initiative''.
+  ``End of the \gls{round}!'', cries the \gls{gm}. ``Round two! Roll for Initiative''.
 \end{exampletext}
 
diff --git a/story/16-stories.tex b/story/16-stories.tex
index fb96e5be..2a749338 100644
--- a/story/16-stories.tex
+++ b/story/16-stories.tex
@@ -1,42 +1,42 @@
 
 \begin{exampletext}
 
-	``Do you think the village on the other side of the mountain is safe to visit?'', asked Sean with raised eyebrows.
-	
-	His companions did not really want to hear that question, but they had.
-	It was impossible to tell from this distance if the hobgoblins had settled there already.
-	
-	``Ah dinnae ken, laddie''
-	
-	\pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}}
-
-	Hugi is resolved to just enter the next area, stoically, but his player is no stoic.
-	It is decided that now is the time to expand Hugi's backstory.
-	He wants a place to rest, he wants more of an idea of what is happening here.
-	He decides to spend a Story point to specify that a single dwarven outpost has a single person still there.
-	
-	``Why is just one person in an outpost?'', the \gls{gm} asks.
-	
-	``Well, it's my cousin.
-	She was inside at the time. When the scouts returned from watching the side of the mountain, they all got eaten by hobgoblins.
-	Only after that she managed to escape, helped by the men-dwarves. So she's alone in the outpost''
-	
-	``So this is a safe space story?'', the \gls{gm} asks.
-	
-	``No. No I just want to spend one Story point and get someone with a normal place to stay, and knows a little about what's going on, and maybe some knowledge of Medicine''.
-	
-	Hugi's player marks off a single \gls{storypoint} and starts telling his story.
-	
-	``There's an outpost over there'', Hugi remarked.
-	``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
-	They're little windows.''
-	
-	Entering the building, Hugi found his cousin, Magda.
-	Sean expected them to hug after the ordeal, but Hugi just bowed low.
-	Apparently he was proud of the honour of gathering news from her on account of their shared blood.
-	
-	As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow.
-	
+  ``Do you think the village on the other side of the mountain is safe to visit?'', asked Sean with raised eyebrows.
+  
+  His companions did not really want to hear that question, but they had.
+  It was impossible to tell from this distance if the hobgoblins had settled there already.
+  
+  ``Ah dinnae ken, laddie''
+  
+  \pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}}
+
+  Hugi is resolved to just enter the next area, stoically, but his player is no stoic.
+  It is decided that now is the time to expand Hugi's backstory.
+  He wants a place to rest, he wants more of an idea of what is happening here.
+  He decides to spend a Story point to specify that a single dwarven outpost has a single person still there.
+  
+  ``Why is just one person in an outpost?'', the \gls{gm} asks.
+  
+  ``Well, it's my cousin.
+  She was inside at the time. When the scouts returned from watching the side of the mountain, they all got eaten by hobgoblins.
+  Only after that she managed to escape, helped by the men-dwarves. So she's alone in the outpost''
+  
+  ``So this is a safe space story?'', the \gls{gm} asks.
+  
+  ``No. No I just want to spend one Story point and get someone with a normal place to stay, and knows a little about what's going on, and maybe some knowledge of Medicine''.
+  
+  Hugi's player marks off a single \gls{storypoint} and starts telling his story.
+  
+  ``There's an outpost over there'', Hugi remarked.
+  ``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
+  They're little windows.''
+  
+  Entering the building, Hugi found his cousin, Magda.
+  Sean expected them to hug after the ordeal, but Hugi just bowed low.
+  Apparently he was proud of the honour of gathering news from her on account of their shared blood.
+  
+  As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow.
+  
 While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes.
 
 Arneson follows the Goddess, \gls{naturegod}.
diff --git a/story/4-rolls.tex b/story/4-rolls.tex
index 5bc80b7f..3431cfec 100644
--- a/story/4-rolls.tex
+++ b/story/4-rolls.tex
@@ -17,7 +17,7 @@ Apparently the mountains were full of hobgoblins, waiting to come down and eat e
 
 Sean suddenly regretted his views on that two hundred gold coin reward. He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him.
 
-	\emph{Laddie, listen. Them dwarves in that there mountain hae a pact wi' a village o' yonder side o' the mountains. They telt them that if ever there was worry, they'd protect them. As a result the village hae always gi'en em aw're best meats fer cheap. An wan o' them just happens tae be ma cousin. A'm afraid Ah'm honour bound tae gang over the mountain and warn the village on the other side o' the coming storm, e`en if every last guid dwarf dwellin' thar be deed.}
+  \emph{Laddie, listen. Them dwarves in that there mountain hae a pact wi' a village o' yonder side o' the mountains. They telt them that if ever there was worry, they'd protect them. As a result the village hae always gi'en em aw're best meats fer cheap. An wan o' them just happens tae be ma cousin. A'm afraid Ah'm honour bound tae gang over the mountain and warn the village on the other side o' the coming storm, e`en if every last guid dwarf dwellin' thar be deed.}
 
 Sean thought for a moment.
 If Hugi was at all upset by all the other dwarves in the mountain being killed by hobgoblins, his cousin presumably included, he didn't show it.
diff --git a/story/5-resting.tex b/story/5-resting.tex
index cf3618a0..b8d91cdc 100644
--- a/story/5-resting.tex
+++ b/story/5-resting.tex
@@ -1,12 +1,12 @@
 
 \begin{exampletext}
 
-	Sean's player decides to retry his questions as a \gls{restingaction}.
-	He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers.
-	Sean's player instead takes the die that landed on a 1 and changes it to a 6.
-	His total is now 8 and he has passed the test.
-	This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall.
+  Sean's player decides to retry his questions as a \gls{restingaction}.
+  He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers.
+  Sean's player instead takes the die that landed on a 1 and changes it to a 6.
+  His total is now 8 and he has passed the test.
+  This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall.
 
-	After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Sean suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep.
+  After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Sean suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep.
 
 \end{exampletext}
diff --git a/story/7-resisted.tex b/story/7-resisted.tex
index d8a10596..90771187 100644
--- a/story/7-resisted.tex
+++ b/story/7-resisted.tex
@@ -1,31 +1,31 @@
 \begin{exampletext}
 
-	Arneson, Sean and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind.
-	The smell of roasted meat was coming from every house.
+  Arneson, Sean and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind.
+  The smell of roasted meat was coming from every house.
 
-	Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them.
+  Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them.
 Hobgoblins tend to act quickly.
 The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners.
 
-	The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting.
-	They might manage to luck into stealthing through the environment, or might be caught unaware.
-	She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them.
+  The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting.
+  They might manage to luck into stealthing through the environment, or might be caught unaware.
+  She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them.
 
-	The \gls{gm} thinks about the difficulty.
-	On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass.
-	On the other hand, the darkness stops the characters seeing the signs of battle.
-	She decides that the various factors cancel each other out and keeps the base \gls{tn} of 7.
-	She adds the hobgoblins' score to this - the highest score counts since any of of the hobgoblins might spot the characters, but all the hobgoblins have the same score.
-	They have Wits -1 and no Vigilance Skill; the hobgoblins' score is added to the \gls{tn} for a final \gls{tn} of 6.
-	Meanwhile, Sean still has a Wits + Vigilance total of -1.
+  The \gls{gm} thinks about the difficulty.
+  On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass.
+  On the other hand, the darkness stops the characters seeing the signs of battle.
+  She decides that the various factors cancel each other out and keeps the base \gls{tn} of 7.
+  She adds the hobgoblins' score to this - the highest score counts since any of of the hobgoblins might spot the characters, but all the hobgoblins have the same score.
+  They have Wits -1 and no Vigilance Skill; the hobgoblins' score is added to the \gls{tn} for a final \gls{tn} of 6.
+  Meanwhile, Sean still has a Wits + Vigilance total of -1.
 
-	Sean's player rolls a total of 4.
+  Sean's player rolls a total of 4.
 
-	Sean shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying
+  Sean shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying
 
-	``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''.
+  ``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''.
 
-	Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other.
+  Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other.
 
 \end{exampletext}
 
diff --git a/story/8-hiding.tex b/story/8-hiding.tex
index 206526f5..80d3178d 100644
--- a/story/8-hiding.tex
+++ b/story/8-hiding.tex
@@ -1,25 +1,25 @@
 \begin{exampletext}
 
-	\sidepic{Boris_Pecikozic/nura_jump}{\label{boris:jump}}
+  \sidepic{Boris_Pecikozic/nura_jump}{\label{boris:jump}}
 
-	While previously the players rolled to hide against their opponent's ability to spot them, this time they roll to see if they spot a hidden opponent.
-	The character with the highest score is Arneson, with Wits 0 and Vigilance +1.
-	The \gls{gm} decides that the hobgoblin should use his Speed Bonus of +1, and his Stealth Skill adds +1 again.
-	The hobgoblins' score of +2 adds to the basic \gls{tn} of 7, producing a final \gls{tn} of 9.
-	Arneson's player rolls $2D6$ to produce a final score of `12' - the roll is a success and the margin is 3.
-	Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away.
+  While previously the players rolled to hide against their opponent's ability to spot them, this time they roll to see if they spot a hidden opponent.
+  The character with the highest score is Arneson, with Wits 0 and Vigilance +1.
+  The \gls{gm} decides that the hobgoblin should use his Speed Bonus of +1, and his Stealth Skill adds +1 again.
+  The hobgoblins' score of +2 adds to the basic \gls{tn} of 7, producing a final \gls{tn} of 9.
+  Arneson's player rolls $2D6$ to produce a final score of `12' - the roll is a success and the margin is 3.
+  Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away.
 
-	The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back.
-	They turned and ran before their adversary could make his leap down to meet them with his axe.
-	They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Sean could only guess translated to something about dinner.
+  The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back.
+  They turned and ran before their adversary could make his leap down to meet them with his axe.
+  They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Sean could only guess translated to something about dinner.
 
-	A scurrying of agile, hungry feet filled the little muddy rows between houses.
-	The trio looked about for an escape route.
-	Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town.
-	He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard.
-	It was twenty long minutes of running before they were confident they were safe.
-	Hugi and Sean tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter.
-	Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night.
+  A scurrying of agile, hungry feet filled the little muddy rows between houses.
+  The trio looked about for an escape route.
+  Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town.
+  He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard.
+  It was twenty long minutes of running before they were confident they were safe.
+  Hugi and Sean tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter.
+  Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night.
 
-	\end{exampletext}
+  \end{exampletext}
 
diff --git a/story/9-rations.tex b/story/9-rations.tex
index e662fe6e..be9e12f1 100644
--- a/story/9-rations.tex
+++ b/story/9-rations.tex
@@ -1,8 +1,8 @@
 \begin{exampletext}
-	Out in the forest, the group need some fire starting equipment.
-	Luckily, Arneson's player put down three pieces of \gls{adventuringequipment}, which could be any number of things.
-	He marks one off, and decides this particular piece of \gls{adventuringequipment} is a tinder box, so he can start a fire.
+  Out in the forest, the group need some fire starting equipment.
+  Luckily, Arneson's player put down three pieces of \gls{adventuringequipment}, which could be any number of things.
+  He marks one off, and decides this particular piece of \gls{adventuringequipment} is a tinder box, so he can start a fire.
 
-	Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventuringequipment} as a day's rations.
+  Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventuringequipment} as a day's rations.
 
 \end{exampletext}
diff --git a/story/cc.tex b/story/cc.tex
index 4630aeb2..bf4368c5 100644
--- a/story/cc.tex
+++ b/story/cc.tex
@@ -1,6 +1,6 @@
 
-	\npc{\M}{Sean}
-	\settoggle{examplecharacter}{true}
+  \npc{\M}{Sean}
+  \settoggle{examplecharacter}{true}
 
-	\person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventuringequipment} x 1, 32\glspl{sp}}{}
+  \person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventuringequipment} x 1, 32\glspl{sp}}{}
 
diff --git a/story/encumbrance.tex b/story/encumbrance.tex
index d74e9a42..85a1084a 100644
--- a/story/encumbrance.tex
+++ b/story/encumbrance.tex
@@ -1,7 +1,7 @@
 \begin{exampletext}
 
-	For example, Sean, with a Strength Bonus of +1, picks up a weighty battle axe.
-	The \gls{weightrating} is 3, so this inflicts an Encumbrance Penalty of 2.
+  For example, Sean, with a Strength Bonus of +1, picks up a weighty battle axe.
+  The \gls{weightrating} is 3, so this inflicts an Encumbrance Penalty of 2.
 Sean's effective Speed Bonus drops to -2, reducing his Initiative (covered below) and ability to run.
 He will also gain 2 Fatigue points at the end of each scene\footnote{See page \pageref{time} for notes on scenes.} where he carries it.
 
-- 
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