diff --git a/gm.tex b/gm.tex
index f36b07ee3d3ca43c92892310cc398abce76b5e21..fcfd090bd2804d6edbfe2132a41373cf53ade7b1 100644
--- a/gm.tex
+++ b/gm.tex
@@ -52,7 +52,7 @@ A good rule of thumb is to make as few decisions as possible, and let yourself f
 \subsubsection{Let Players `Ruin' the Adventure}
 
 Encounters don't have to play through like you think they do.
-If the players flood a dungeon, cast a fireball at the king, or raise their stats so high they can enchant every wild creature they will ever encounter, take a break, re-examine the situation, and go from there.
+If the players flood a dungeon, cast a fireball at the king, or raise their Beast Ken and Aldaron so high they can enchant every wild creature they will ever encounter, take a break, re-examine the situation, and go from there.
 
 Perhaps dungeon has a low-point which isn't flooded, or perhaps it's flooded forever, and nobody will see that treasure again.
 Perhaps the party have to become outlaws, and every future adventure has to take this into account.
@@ -64,11 +64,6 @@ The most interesting \gls{downtime} happens when you skip it, and find out the d
 Don't ask the players what their characters want to do, just jump straight to the next scene, a month, or even years later.
 Short \glspl{downtime} should pepper a campaign to allow breathers.
 
-Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
-
-Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
-\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
-
 \sidebox{
 \begin{itemize}
 
@@ -84,6 +79,11 @@ Once they reach a town or village, they can rest up, and you can mark weeks or m
 \end{itemize}
 }
 
+Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
+
+Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
+\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
+
 Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes.
 
 Other \glspl{downtime} will last months, so that \glspl{pc} can purchase new specialized skills, such as Crafts.
@@ -173,7 +173,7 @@ Anyone the party meet on a road either comes in front of them, or behind.
 Flip a coin, to find out if the encounter is \textit{head}ing towards them, or at their \textit{tails}.
 
 On more open terrain, you can roll $1D6$ to pick a direction.
-`1' means 'ahead', `2', means 'ahead from the right', `3' means 'behind from the right', `4' means `from behind', and so on.
+`1' means `ahead', `2', means 'ahead from the right', `3' means 'behind from the right', `4' means `from behind', and so on.
 
 \subsubsection{Distance}
 
@@ -686,7 +686,6 @@ In this way, the entire group should have a constant maximum number of points th
 
 If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 \glspl{fatigue} from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time.
 
-
 \subsection{\Glsentrytext{pc} Creation}
 
 For a slightly more even spread of pluses and minuses across the party, consider rolling Attributes in pairs when making a character.
diff --git a/intro.tex b/intro.tex
index 894c1460f573fd9b2ef6143973cb9d40a0761ac4..9e2e7bf192383aad971ff87f44154729d63048ad 100644
--- a/intro.tex
+++ b/intro.tex
@@ -63,7 +63,7 @@ If you're looking for a pre made campaign world, monsters, and stories to tell,
 
 \subsection*{to the Artists}
 
-Neil McDonnell for the basic photograph which became the Polymorph image on page \pageref{roch:polymorph},
+\paragraph{Neil McDonnell} for the basic photograph which became the Polymorph image on page \pageref{roch:polymorph},
 
 \paragraph{Boris Pecikozi\'c} for the example-story images, (pages 
 \pageref{boris:jump}, 
diff --git a/races.tex b/races.tex
index 67ba74b030a129ae7bfa777f025fe47516099d7c..00139b101687b7e00b58a9f8cc7439335ffff7ce 100644
--- a/races.tex
+++ b/races.tex
@@ -173,7 +173,8 @@ Many a gnoll encampment is half composed of these dogs, which aid them in huntin
 \subsection{Racial Ability: Animal Instinct}
 
 Gnolls are naturally aggressive creatures.
-They start with an Aggression score of +2 -- this can be used to add to their Strike Factor when making unarmed attacks.
+They start with an Aggression score of +2 -- this can be used to add to their Strike Factor when making unarmed attacks.%
+\footnote{See page \pageref{aggression}.}
 These attacks do not cause brawling Damage but lethal Damage as their claws and teeth can rend flesh apart.
 
 \subsection{Starting Characters}
diff --git a/story/cc.tex b/story/cc.tex
index 6008138e8a2fbbf9b773d58383bc9e54acffb948..4630aeb22fbd99d25b24bf69f534773e3b562b53 100644
--- a/story/cc.tex
+++ b/story/cc.tex
@@ -1,8 +1,6 @@
 
-\begin{figure*}[b]
 	\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}}{}
 
-\end{figure*}