diff --git a/actions.tex b/actions.tex
index 367ec9460659edacdb1d66dfae178b738bba412a..0571b735e595c5c69f75f7a645b78bdd25d3a7d0 100644
--- a/actions.tex
+++ b/actions.tex
@@ -165,7 +165,7 @@ A tie might indicate that the lie has become too convoluted, and the character h
 \paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4.
 \label{poison}\index{Poisons}
 
-Each Margin inflicts 1 \gls{fatigue} on the target by the end of the scene.
+Each Margin inflicts 1 \gls{fatigue} on the target by the end of the interval.
 
 \paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, TN 7 plus the Damage which caused the bleeding.
 Each Margin stops 1 point.
@@ -175,7 +175,7 @@ A healer rolls a grand total of 12, which stops one point of bleeding, so the ma
 
 \paragraph{Curing a poison} -- Wits + Medicine, TN 10.
 
-Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene.
+Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
 Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
 
 \subsection{Larceny}
@@ -232,9 +232,9 @@ A tie means the character gets the item, but the victim immediately notices the
     7   & 6-7 & Accidental foxglove: gain 3 \glspl{fatigue} due to vomiting. \\
     6   & 5 & Creature encounter -- the DM rolls $2D6 + 6$ on the local encounter table. \\
     5   & & Snake bite: gain $1D6+4$ \glspl{fatigue}. \\
-    4   & 4 & Wrong mushroom: gain 3 \glspl{fatigue} after 2 scenes. \\
+    4   & 4 & Wrong mushroom: gain 3 \glspl{fatigue} at the end of the interval. \\
         & 3 & Snake bite: gain $1D6+2$ \glspl{fatigue}. \\
-    < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each scene until you find a cure (Intelligence + Medicine, \gls{tn} 8). \\
+    < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each interval until you find a cure (Intelligence + Medicine, \gls{tn} 8). \\
   \end{nametable}
 
 \end{figure*}
diff --git a/charts.tex b/charts.tex
index 6f007daca7caae9128a74e49d12a61aa9c61cddb..71900d26a90d82cbea159d8aeec6c8d1ce87cba3 100644
--- a/charts.tex
+++ b/charts.tex
@@ -292,7 +292,6 @@
 \end{boxtable}
 }
 
-
 \newcommand{\animalStats}{
   \begin{nametable}[lccX]{Animal Features}
 
diff --git a/combat.tex b/combat.tex
index 8387d231cf79bcf0b46ecf707c54987e11762939..494ca31840cd5f1997a2138ab04ee8f2a5ad5ad1 100644
--- a/combat.tex
+++ b/combat.tex
@@ -86,7 +86,7 @@ anyone else can have another attempt, but with a -1 penalty (bad healers can mak
 If nobody succeeds in the roll, the character dies.
 
 \paragraph{A successful check}
-means that the character is unconscious for the remainder of the scene but alive.
+means that the character is unconscious for the remainder of the interval, but still alive.
 At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can.
 Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.%
 \footnote{See page \pageref{weightrating} for \nameref{weightrating}.}
@@ -391,7 +391,7 @@ Every time someone would lose \glspl{hp}, the character marks off \gls{fp} inste
 Everyone in the world begins with 5 base \gls{fp}.
 This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}.
 The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each mission.
-\Glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual.
+\Glspl{npc} start with none, but regain \glspl{fp} at the end of each interval as usual.
 As a result, most \glspl{npc} effectively have 0 \gls{fp}.
 The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}.
 
@@ -457,10 +457,10 @@ If the character is accruing \glspl{fatigue} from running or wrestling, they wou
 
 \noindent
 Each round running, climbing, in combat, or otherwise exerting oneself inflicts a \gls{fatigue}.
-Armour also inflicts a number of \glspl{fatigue} equal to its \glsentryname{weightrating} at the end of each scene.
+Armour also inflicts a number of \glspl{fatigue} equal to its \glsentryname{weightrating} at the end of each interval.
 
 \Glspl{fatigue} pile up extremely quickly, for all manner of reasons.
-However, players only apply them at the end of the scene.
+However, players only apply them at the end of the interval.
 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.
 
@@ -475,12 +475,6 @@ Athletics curbs \glspl{fatigue} accumulated through running, Wyldcrafting or Cav
 
 \Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness.
 
-\paragraph{Bleeding} occurs when a character has lost \glspl{hp} to piercing or slashing weapons.
-They then gain \glspl{fatigue} equal to the number of \glspl{hp} lost.
-These \glspl{fatigue} are marked with a `$B$' instead of the usual dash across a box and are healed at a rate of one per day rather than the usual, faster rate.
-If the bleeding is not stopped, the character should bleed for the same number of points minus one on the next scene until they are dead or the bleeding has stopped on its own.
-The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue} being lost on the current scene.
-
 \paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to return home.
 
 \paragraph{Starvation} is another special case.
@@ -718,7 +712,7 @@ The players do not take morale checks -- they decide when it's time to run away
 Usually a good time is when all the \gls{fp} have run out.
 \footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.}
 
-When an enemy flees the scene after a fight has begun, characters still gain full \gls{xp} for the fight, since they still `defeated' the enemy.
+When an enemy flees the scene after a fight has begun, characters still gain full \glspl{xp} for the fight, since they still `defeated' the enemy.
 
 On a tie, the \gls{gm} finally gets to decide what should happen.
 
@@ -761,7 +755,7 @@ Those crossing plains might find a random encounter in their path, then a copse
 Those running up a mountain could find an area of loose rocks where the ground slides away from under their feet, a narrowing path upwards as rocky walls envelop them and then a misty lake covered in low-lying cloud.
 
 Each area covered also inflicts 1 \gls{fatigue} in addition to any for wearing armour or for Encumbrance Points.
-These \glspl{fatigue} are applied after every roll rather than waiting until the end of the scene.
+These \glspl{fatigue} are applied after every roll rather than waiting until the end of the interval.
 
 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.
 
diff --git a/glossary.tex b/glossary.tex
index 7c6ad20c5d05f672eaa4f90929cffc1f7ecac5d2..a17deff5e97a583c2719666715c6a352b2991e84 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -84,11 +84,6 @@
     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 steps, 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'}
-    }
-
   \newglossaryentry{sphere}{
     name={Sphere},
     description={One of the types of magic. Each sphere has 5 levels, each more difficult than the last to obtain}
diff --git a/knacks.tex b/knacks.tex
index 6b02c25bd3859fdffedccbc2d914bf54147d7791..c028e45ecb33fb62af0b9abfe5cd5fc87da50b93 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -19,7 +19,7 @@ Most people can pick up a couple of Knacks easily but further Knacks become prog
 
 The player can declare that super-human effort is being thrown into an action, and gain +1 Strength for a single action.
 
-Adrenaline surge can be used once each scene for each knack the character has, and no more than once a \gls{round}.
+Adrenaline surge can be used once each interval for each knack the character has, and no more than once a \gls{round}.
 
 \subsubsection{Berserker}
 
@@ -148,7 +148,7 @@ The character is particularly adept at casting spells quickly, and therefore in
 \subsubsection{Vengeful}
 
 The caster's magic is fuelled by hatred and tenacity.
-If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective chosen casting Attribute Bonus until the end of the scene.
+If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective chosen casting Attribute Bonus until the end of the interval.
 If they have lost half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have.
 
 For example, a caster with just this knack might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells.
@@ -156,7 +156,7 @@ When they are later struck again and go down to 1 \gls{hp} then they gain a +3 b
 
 This Knack can only be used when there is a legitimate grievance.
 The mage does not gain the bonus when they have harmed themself.
-It lasts only until the end of the scene and can reactivate only once the mage has lost further \glspl{hp}.
+It lasts only until the end of the interval and can reactivate only once the mage has lost further \glspl{hp}.
 
 The Knack might also be used when a member of the party has died, or when someone the character has spent \glspl{storypoint} on has been killed.%
 \footnote{See page \pageref{stories} for \glspl{storypoint}.}
@@ -186,7 +186,7 @@ Characters who wish to swap out a chosen enemy can remove one any time, but can
 \subsubsection{Fast Healer}
 
 The character regenerates unusually fast.
-Any scene which they end with a rest allows them to heal 2 additional \glspl{fatigue} and 2MP.
+Any interval which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1 \glspl{mp}.
 
 \subsubsection{Specialist}
 \label{specialist}
diff --git a/rules.tex b/rules.tex
index 0f78bc57834e4d455a7663a96e0d5cc9eb47c109..b72bd8870a7c7c23d5e4cbec4638e2c2772332fa 100644
--- a/rules.tex
+++ b/rules.tex
@@ -387,7 +387,7 @@ Items work similarly, with \gls{weightrating} between -4 (for very light items),
 
 If an item's \glsentryname{weightrating} is equal or below your character's Strength, you can lift it easily.
 However, if the items has a greater \gls{weightrating} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus.
-Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} each Scene.
+Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} every interval.
 
 Characters can carry items with a maximum \glsentryname{weightrating} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater.
 Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled.
@@ -423,11 +423,7 @@ The Failure Margin should indicate just how bad the henchman is, so the \gls{gm}
 
 \begin{multicols}{2}
 
-\noindent
-This game uses the entirely abstract measurements of the `scene' and `step' for time and space.
-They are more compliant to narrative than physics, and form the basis of all movement and actions whenever people start tracking how long something takes and where everyone is.
-
-\subsection{Time as Scenes}
+\subsection{Time}
 \label{time}
 
 \subsubsection{Rounds}
@@ -437,23 +433,9 @@ This period of time is used almost exclusively while tracking combat.
 The \gls{round} itself can then be further divided into \glspl{ap} if you want real detail, but that's covered later.
 All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs.
 
-\subsubsection{Scenes}
-
-Most of the time, actions will not occur through \glspl{round} but rather scenes. A scene is just any unit of time in which the \glspl{pc} take on a task or two, usually within a single area. We track scenes only because a few game effects occur at the end of each scene -- mostly these are narrative effects such as regaining \glspl{fp}\footnote{See page \pageref{fate_points}.} in order to regain plot-immunity from Damage. The scene lasts until the \gls{gm} says that it's over.
-
-\subsubsection{Day}
-\label{daytimes}
-
-We divide days into four parts -- morning, afternoon, evening and night.
-These areas are broadly there for rests -- anyone resting for one of these periods can heal \glspl{fatigue}.%
-\footnote{\Glspl{fatigue} are covered on page \pageref{fatigue}.}
+\subsubsection{Intervals}
 
-\paragraph{Travel}
-\index{Marching}
-\index{Travel}
-happens just as fast as players like.
-If they want to march 10 miles in a morning, they can -- they have no hard limit.
-Of course after 10 miles, they will have 10 \glspl{fatigue} (except humans, who will have 5), and have to stop for a rest.
+\input{config/rules/interval.tex}
 
 \subsubsection{The Mission}
 
@@ -474,7 +456,7 @@ Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the player
 Characters heal a quarter their \gls{hp} each week, rounded up.
 Once someone receives a serious wound, it's a good time to call for \gls{downtime}.
 
-\subsection{Space as Steps}
+\subsection{Space}
 \index{Space}
 \index{Steps}
 \label{space}
@@ -497,8 +479,7 @@ When gallivanting through open plains one \gls{area} might be a copse of trees,
 \subsubsection{Region}
 
 Regions encompasses a full forest, a town, or a collection of villages.
-Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.%
-\footnote{If all this looks like a repugnant abstraction, just set a step to a yard, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
+Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.
 
 \end{multicols}