diff --git a/charts.tex b/charts.tex
index 1b47cdb3c39fab6b23e92e66d3ee1d83895ea8ac..6f007daca7caae9128a74e49d12a61aa9c61cddb 100644
--- a/charts.tex
+++ b/charts.tex
@@ -292,20 +292,6 @@
 \end{boxtable}
 }
 
-\newcommand{\FPRegen}{
-
-  \begin{boxtable}
-    Base \glspl{fp} & Regeneration \\\hline
-
-    5 & 2 per scene \\
-
-    10 & 4 per scene \\
-
-    15 & 6 per scene \\
-
-    20 & 8 per scene \\
-  \end{boxtable}
-}
 
 \newcommand{\animalStats}{
   \begin{nametable}[lccX]{Animal Features}
diff --git a/combat.tex b/combat.tex
index 8c07af64ec38a903811e7a949e68e51f80485aef..8387d231cf79bcf0b46ecf707c54987e11762939 100644
--- a/combat.tex
+++ b/combat.tex
@@ -395,21 +395,6 @@ The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} sta
 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}.
 
-\subsection{Regaining \glsentrylongpl{fp}}
-
-\sidebox[25]{
-  \FPRegen
-}
-
-At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}.
-Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on.
-
-While \glspl{npc} begin with 0 \gls{fp}, they too regenerate the normal amount each scene.
-In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when some climactic end scene arises where the \glspl{pc} finally confront them, they will have a harder time of it, because the \gls{npc} has now become plot-important enough to merit some plot immunity, just like them.
-
-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.
-
 \end{multicols}
 
 \section{Fatigue}