diff --git a/cc.tex b/cc.tex
index 7862174bf8d4cdf5e27f7756d262ae9ca7631987..ab14e7db9a49d64f6da200624a11a64a27aeda1d 100644
--- a/cc.tex
+++ b/cc.tex
@@ -2,6 +2,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 Characters are defined by Traits, and the two main types are Attributes and Skills.
 Attributes are innate Traits, deeply tied to who the character is.
 The Physical Attributes used here are \textit{Strength, Dexterity, and Speed}, and the Mental Attributes are \textit{Intelligence, Wits, and Charisma}.
@@ -41,6 +42,7 @@ Otherwise, you fail.
 
 \begin{multicols}{2}
 
+\noindent
 Character creation is random by default -- it helps new players get started quickly.
 Either print out a character sheet or make some paper notes as we go.
 We begin by randomly assigning your race.
@@ -177,12 +179,15 @@ Finally, a character's ability to speak with people, make friends, lie convincin
 
 \begin{multicols}{2}
 
+\index{Skills}
 
 \iftoggle{verbose}{
-	\index{Skills}Skills define what a character does with most of their time -- what they are practised in.
+\noindent
+Skills define what a character does with most of their time -- what they are practised in.
 They are always paired with an Attribute to give a bonus to rolls.
-We'll go over how to give your new character Skills under the Experience section\footnote{page \pageref{xp}.}.
-For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.}{}
+We'll go over how to give your new character Skills under the Experience section.\footnote{page \pageref{xp}.}
+For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.
+}{}
 
 A basic Skill grants a +1 bonus to actions where it is used.
 This is the level of a very basic worker in that field -- those just finishing an apprenticeship in Crafts would have the basic Skill level.
diff --git a/magic.tex b/magic.tex
index 7c4e33cc161e8f2da1f4559808aaaa337770a012..9d1691085d14aeb0cff764eef2f20b537d28ecbf 100644
--- a/magic.tex
+++ b/magic.tex
@@ -2,6 +2,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 There are five path of magic -- five ways to learn how to cast spells.
 Each path gives access to different kinds of magic Spheres, but mechanically they all work the same way.
 We'll cover the paths in the next chapter.  Here we're just going to cover raw magic.
@@ -265,6 +266,7 @@ Spells massive enough to target a building might affect the exterior, but would
 
 \begin{multicols}{2}
 
+\noindent
 Conjuration deals with changing matter.
 It starts by shifting water into mud, or stone into ice.  Later the caster can change types of matter -- liquids into solid, solid metal into air, anything simple.
 Higher levels are less limited, and complex items like a bow and arrow, or cart, can be made in an instant, as matter's shape can be changed.  Casters soon also learn how to change matter's location, teleporting items from one place to another.
@@ -635,6 +637,7 @@ Each Margin on the roll means one \glsentrylong{mp} is generated each round, so
 
 \begin{multicols}{2}
 
+\noindent
 The mage can shape pure energy, pushing and pulling at the world with the power of their will alone. They can create magical shields, pick up weapons and grind targets into the ground as if with an invisible, giant, floating hand.
 
 The Force sphere does not come with discrete spells at each level.
@@ -764,6 +767,7 @@ The mage can cast the spell on others and it will automatically push them onward
 
 \begin{multicols}{2}
 
+\noindent
 Illusions create a facsimile of sounds and sights out of pure magic. The thing created might look like a hat, a coin, a rat or even a dragon at higher levels. Illusions also create convincing sound -- loud echoes, the sound of nearby battle, perhaps even imitating an enemy commander's orders in battle. However, illusions are little more than coloured air and noise -- once touched they fade away. They are frightening and if properly used can defeat armies, but are not perfect weapons by any means.
 
 Seeing through an illusion is always an opposed roll -- the victim uses Wits + Vigilance, while the Illusionist uses Intelligence + some appropriate Skill.
@@ -848,6 +852,7 @@ As usual, the illusion is still delicate, and if the person is struck or disturb
 
 \begin{multicols}{2}
 
+\noindent
 This is the first choice of spheres for any battle-mage.
 It is designed specifically to destroy targets with balls of lightning and fire.
 It also has more subtle uses as casters can extinguish flames, plunging people into darkness.
diff --git a/rules.tex b/rules.tex
index c0259febe6d44f2da61c75a7cbd76d3f0dfa6904..6cbfa3685a9af2e8deabac6f60b14340342fa1f3 100644
--- a/rules.tex
+++ b/rules.tex
@@ -187,11 +187,7 @@ Someone attempting to impress a noble court might roll Charisma with the Tactics
 	\end{exampletext}
 }{}
 
-\end{multicols}
-
-\section{What the Dice Mean}
-
-\begin{multicols}{2}
+\subsection{What the Dice Mean}
 
 You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put.
 
@@ -367,15 +363,15 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \subsection{Concept}
 
-\begin{wrapfigure}{r}{.6\linewidth}
+Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
+
+\begin{wrapfigure}{R}{.6\linewidth}
 
 	\includegraphics[width=\linewidth]{images/Roch_Hercka/xp-2.jpg}
 	\label{roch:xp2}
 
 \end{wrapfigure}
 
-Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
-
 Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
 Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
 It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
diff --git a/stories.tex b/stories.tex
index 2ddaeb573ff0a1defce2ac7d68db0f70e07915a7..45e46ace7291ddf34d7ff19f8039f4f8dfa9458f 100644
--- a/stories.tex
+++ b/stories.tex
@@ -2,6 +2,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 Players `write' most of their backstory during play rather than before it.  \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 Story Points to bring their history into the current adventure.  Let's look at an example:
 
 \paragraph{Session 1} has the characters running from the local law.  Jane's player spends 1 Story Point and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
@@ -64,6 +65,7 @@ Some characters may save up their Story Points at this juncture just to buy some
 
 \begin{multicols}{2}
 
+\noindent
 The following is a suggested list of Stories the players can tell and their costs. The players are strongly encouraged to suggest more to the \gls{gm} who will either veto them or give them an appropriate cost.
 
 \story{1}{I know a guy who'd be perfect}
@@ -151,6 +153,7 @@ Since this Story costs 7 Story points, no player should expect to use it until t
 
 \begin{multicols}{2}
 
+\noindent
 Just because characters can begin as blank slates doesn't mean the story can.  A basic premise can help tie those backstories together.
 
 If the \gls{gm} has no definitive plans laid out for the campaign, players should suggest a good starting point.