diff --git a/systems.tex b/systems.tex
index 0fbb1b2c4982bc61cb27bc265a40f609f157937c..ce0eb3a2a2e1891a82b5a08b8d009737e3f01f61 100644
--- a/systems.tex
+++ b/systems.tex
@@ -202,9 +202,9 @@ Despite their slow gait, they can out-pace almost anything in the long-term.%
 Opening doors is a dangerous business -- anything might be on the other side, especially first thing in the morning.
 If \pgls{crawler} or \gls{woodspy} encounter occurs during the night, the \gls{monster} may sit on a roof, waiting for people to come out the front door.
 
-Rolling a tie indicates the inhabitant spots the creature, but still comes just within grabbing distance; the creature receives a -2 Penalty to their first attack roll.
+Rolling a tie indicates the inhabitant spots the creature, but still comes just within grabbing distance; the creature receives a -2~Penalty to their first attack roll.
 
-Co\"ordinating with a neighbour grants a +2 Bonus to the roll, assuming the neighbour can look out some spy-hole and confirm the roof and doorway have nothing lurking on them.
+Co\"ordinating with a neighbour grants a +2~Bonus to the roll, assuming the neighbour can look out some spy-hole and confirm the roof and doorway have nothing lurking on them.
 
 Many in \gls{fenestra} also carry \pgls{dawnDolly} -- a kind of scare-crow on a stick which people can waggle outside their door, so that anything lurking on the roof will grab the doll, rather than the inhabitants.
 \Glspl{dawnDolly} add a +3 Bonus to gaining a non-lethal morning.
@@ -253,7 +253,7 @@ Caving \glsentrydesc{caving}.
 
 \makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12}
 \index{Caving!Running in the dark}%
-A bright torch adds a +3 Bonus.
+A bright torch adds a +3~Bonus.
 A tie means the character comes to a sudden halt, without Damage.
 Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage).
 
@@ -262,7 +262,7 @@ Failure means $1D6$ Damage, plus the character's Speed (running faster means mor
 \makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3}
 See also, verifying rumours, \vpageref{verify_rumours}.
 
-\makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12, then 14}
+\makeRule{identify_talisman}{Identifying \glsfmtplural{talisman}}{Intelligence}{Academics}{12, then 14}
 Magical items do not darken people's doors often, but once they do, you had best get some educated advice.
 The initial roll tells someone how to activate \pgls{talisman}, and which \glspl{sphere} created it (ties only tell the \glspl{sphere}).
 A second roll, at \tn[14], is required to know what the \gls{talisman} does (ties indicate something about what it does), but not the full picture.
@@ -474,7 +474,7 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e
 \begin{exampletext}
   The \gls{ranger} sprints towards the archer, dodging his arrows.
   With Speed~+1 and Athletics +2, she has a +3~Bonus.
-  The \gls{gm} gives a \gls{tn} of `9'.
+  The \gls{gm} gives \pgls{tn} of~`9'.
 \end{exampletext}
 
 \noindent