Momenta — Masteries Catalog
Version: 0.31
Momenta is a tactical, cinematic fantasy TTRPG built around modular archetypes and slottable masteries. This catalog contains the mastery and mastery set stat blocks. It is intended to be used with the Momenta Core Rules (see Masteries for slot, multi-slot payment, and retraining rules).
All of the catalog examples are a sample of the design space, and not to be considered an exhaustive list.
Masteries
General
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| General | Abundance | BODY | 1 | +1 Wondrous Item slot. |
| General | Alacrity | BODY | 1 | +1 SPD. |
| General | Athlete | BODY | 1 | When climbing or swimming, you can Move and Shift as per normal, but every square while climbing or swimming is treated as difficult terrain. When doing a horizontal jump, you can traverse obstacles up to a length of half your SPD. When doing a vertical jump, you can jump a number of squares equal to twice your SIZE. |
| General | Cauterize | SOUL | 1 | Gain the Cauterize maneuver (Vigor 2): Spend 1 Resolve and remove one Wound. You gain Wracked 3 (Fire). |
| General | Composure | MIND | 1 | +2 Resolve. |
| General | Creativity | MIND | 1 | Increase your cap for Assists and Push Yourself during narrative play from +2d to +3d. |
| General | Fireman | BODY | 1 | Gain Resistance (Fire). |
| General | Fleeting Spirit | SOUL | 1 | If you are the first combatant to act in a round (before any allies or adversaries), you gain +2d to the first attack you make on your turn. |
| General | Fortune’s Blessing | SOUL | 2 | Prerequisite: LUCK 2 Instead of spending Momentum, you can choose to spend 1 Resolve to activate a Momentous Fortune for yourself. |
| General | Fortune’s Escape | SOUL | 1 | Prerequisite: Fortune’s Blessing When you activate a Momentous Fortune for yourself, you can choose to reroll twice, and choose the better result between the three rolls. |
| General | Ironman | BODY | 1 | +1 Wound slot. |
| General | Lightning Reflexes | BODY | 1 | When you Dodge, gain +1d on the opposing AGI roll. |
| General | Lone Wolf | SOUL | 1 | If no allies are within SEN squares of you at the moment you roll, you gain +1d on that roll. Distance is checked at the moment the roll is made. |
| General | Potpourri | BODY | 1 | +2 consumable points. |
| General | Quick Mind | MIND | 2 | When an ally finishes their turn, you may declare to take your own turn immediately after. This counts as one of your turns for the round, and is an exception to the usual alternating turn order. Your Vigor refresh at the start of this turn is capped at 1. |
| General | Shared Fortune | SOUL | 1 | Prerequisite: Fortune’s Blessing Instead of spending Momentum, you can choose to spend 1 Resolve on behalf of an ally to activate a Momentous Fortune for them. |
| General | Storied Past | SOUL | 1 | Dedication Gain one additional Thread. |
| General | Vigorous | BODY | 1 | +1 Vigor refresh. |
| General | Willpower | MIND | 1 | +1d when opposing rolls with INS. |
Martial
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Martial | Bloodlust | BODY | 1 | Your Slashing or Piercing melee weapon attacks gain the pattern: Bloodlust (Triple N): Target gains Wracked 1 (Bleeding). |
| Martial | Combat Reflexes | BODY | 1 | All equipped melee weapons gain the Reflexive tag. |
| Martial | One Shot One Kill | MIND | 2 | If you defeat an enemy with an attack, you immediately regain 2 Vigor. |
| Martial | Pulverize | BODY | 1 | Your Crushing melee weapon attacks gain the pattern: Pulverize (Triple N): Target gains Hindered. |
| Martial | Quartermaster | BODY | 1 | +1 gear slot. |
Warrior
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Warrior | Battle Cry | SOUL | 1 | Gain the Battle Cry maneuver (Vigor 2): All allies (including yourself) within 5 squares who have the Frightened condition immediately clear it. You cannot use Battle Cry while you are Frightened. |
| Warrior | Delaying Strike | MIND | 1 | Your Focused Strike attacks gain the pattern: Delaying Strike (Triple N): The target gains the Slowed condition. |
| Warrior | Missile Parry | BODY | 2 | You may Deflect ranged attacks, in addition to melee attacks. The weight class rule still applies (your Deflecting weapon’s weight class must equal or exceed the attacker’s); Shield-tagged weapons remain exempt from the weight class rule. |
| Warrior | On Guard | MIND | 1 | Gain the On Guard maneuver (Vigor 1): Restore Guard back to full. |
| Warrior | Overwatch | MIND | 1 | Gain the Overwatch maneuver (Vigor 1): Declare a Cone 5 area originating from your square as your Overwatch zone, persisting until the start of your next turn. When an enemy moves into the zone from outside it, you may make a ranged Basic Attack against them as a reaction (2 Vigor per reactive attack; ranged weapon required). Each enemy can be attacked this way at most once before the start of your next turn, no matter how many times they re-enter. When you are in Overwatch, you cannot Move or Shift. |
| Warrior | Resolute Strike | SOUL | 1 | Your Focused Strike attacks gain the pattern: Resolute Strike (Double N): Spend 1 Resolve to add +8 damage. |
| Warrior | Shield Master | BODY | 1 | +1 gear slot. When you Deflect with a Shield-tagged weapon and your Deflect roll scores 1+ successes and the attacker is within reach of your Shield, the attacker takes 2 damage. |
| Warrior | Spirit of the Warrior | SOUL | 1 | +1d when opposing rolls with REA, INS, or PRE. |
| Warrior | Steady Stance | BODY | 1 | At the end of your turn, if you did not use the Move maneuver this turn, gain +1 Guard. This can result in Over-Guard. |
| Warrior | Tactical Coordination | MIND | 1 | When you hit an enemy with a melee attack, the next ally to make an attack against that enemy before the start of your next turn gains +1d on that attack. |
| Warrior | The Best Offense is a Good Defense | BODY | 1 | Your Focused Strike attacks gain the patterns: The Best Offense is a Good Defense (Double N): Add your current Guard value (including any Over-Guard) to your damage; your Guard becomes 0. The Best Offense is a Good Defense (Triple N): Add twice your current Guard value (including any Over-Guard) to your damage; your Guard becomes 0. |
| Warrior | Visualization | MIND | 1 | After rolling an attack, you may take 2 Strain to re-roll. You must keep the re-roll. All modifiers that applied to the original roll apply equally to the re-roll. |
| Warrior | Weapon Specialization | MIND | 1 | Pick one equipped weapon as your specialized weapon: attacks with that weapon gain +1d; attacks with any other weapon take -1d. You may change your specialized weapon during an interlude. |
Barbarian
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Barbarian | Battle Trance | SOUL | 1 | While Frenzied, when you would take a Wound, you may take a Burden instead. |
| Barbarian | Berserk | SOUL | 1 | Your maximum Frenzy stacks increase to 3 (from the default 1). |
| Barbarian | Blood Scent | SOUL | 1 | Creatures with 1+ stacks of Wracked (Bleeding) within SEN squares of you cannot be Hidden from you — treat them as Obscured at maximum, regardless of lighting, cover, or stealth. |
| Barbarian | Bloodfeast | BODY | 1 | When you defeat a creature with a melee attack while Frenzied, regain 1 Vigor (up to your cap) and gain +5 Guard. This can result in Over-Guard. |
| Barbarian | Bloody Armor | SOUL | 1 | At the start of your turn, gain an extra +1 Guard for every stack of Wracked (Bleeding) on yourself, after your Guard refreshes. This can result in Over-Guard. |
| Barbarian | Charging Frenzy | BODY | 1 | When the Enter Frenzy maneuver takes you from 0 to 1 Frenzy stack, you may immediately take the Move maneuver at no Vigor cost. This is in addition to the free Move maneuver you get every turn. |
| Barbarian | Taunt | SOUL | 1 | Gain the Taunt maneuver (Vigor 2): Target one creature within 10 squares that you can reasonably communicate with (GM adjudicates; shared language is not required). Creatures with the Mindless tag cannot be taunted. Make a POW action roll opposed by the target’s INS. On 1+ net successes, the target gains the Provoked condition with you as its source. |
| Barbarian | Terrifying Presence | SOUL | 1 | When you use the Enter Frenzy maneuver, make a PRE action roll opposed by the target’s INS for each enemy within 5 squares. Each enemy you beat with 1+ net successes gains the Frightened condition, with you as the source. |
| Barbarian | Wild Swing | BODY | 1 | Gain the Wild Swing maneuver (Vigor 5): Make a melee attack against every creature within your melee weapon’s range — enemy and ally alike. Each attack uses the same weapon and rolls its own pool at -1d. Allies may use reactive defenses against these attacks as normal. |
Magic
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Magic | Rend Art | MIND | 1 | Gain access to the Rend Art for spellcasting. |
| Magic | Afflict Art | MIND | 1 | Gain access to the Afflict Art for spellcasting. |
| Magic | Bolster Art | MIND | 1 | Gain access to the Bolster Art for spellcasting. |
| Magic | Mend Art | MIND | 1 | Gain access to the Mend Art for spellcasting. |
| Magic | Ignis Resonance | MIND | 1 | Gain access to the Ignis Resonance for spellcasting. |
| Magic | Mens Resonance | MIND | 1 | Gain access to the Mens Resonance for spellcasting. |
| Magic | Terra Resonance | MIND | 1 | Gain access to the Terra Resonance for spellcasting. |
| Magic | Lux Resonance | MIND | 2 | Gain access to the Lux Resonance for spellcasting. |
| Magic | Tempus Resonance | MIND | 2 | Gain access to the Tempus Resonance for spellcasting. |
| Magic | Cone Shaping | MIND | 1 | You may use the Cone N special area shape when shaping your spells. |
| Magic | Line Shaping | MIND | 1 | You may use the Line special area shape when shaping your spells. |
| Magic | Wall Shaping | MIND | 1 | You may use the Wall N special area shape when shaping your spells. |
| Magic | Salvo Shaping | MIND | 1 | You may use the Salvo N special area shape when shaping your spells. |
| Magic | Reflexive Casting | MIND | 1 | Spells you cast with the Melee 1 tag gain the Reflexive tag: you may cast such a spell as a Forestall reaction when a creature within your melee range attempts to move, paying the spell’s full Vigor cost in place of Forestall’s usual cost. |
| Magic | Sustained Casting | MIND | 1 | Gain the Sustained Casting maneuver (Vigor 1): Extend one of your active spells’ durations by 1 round, paid separately for each spell you sustain. (Without this mastery, all duration Vigor must be committed at casting time via the Duration ladder.) |
Scholar
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Scholar | Analyze | MIND | 1 | Gain the Analyze maneuver (Vigor 2): Target a creature in line of sight and make a REA action roll: 0-1s: Learn the target’s Max Vitality + Wound slots, OR its Max Strain + Burden slots (your choice). 2s: Learn both of the above. 3+: Both of the above, plus one notable feature (a resistance, a weakness, a Signature attack, etc. — GM picks the most useful). You may re-Analyze a target to attempt a higher band; pay the Vigor cost each attempt. |
| Scholar | Arcane Shield | MIND | 1 | Gain the Arcane Shield reaction (Vigor 1): Trigger: another creature targets you with an attack (declared before the attacker rolls). Effect: gain resistance to the triggering attack. You take 2 Strain. |
Channeler
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Channeler | Beseech | SOUL | 1 | During interlude, you may beseech your patron to restore 1 spent Resolve. This can only be done once per interlude. |
| Channeler | Patron’s Mark | MIND | 1 | When you cast a spell on a creature, it gains your Patron’s Mark (only one creature carries the Mark at a time; casting on a different creature moves it). When you cast a spell on the Marked creature: the spellcasting roll gains +1d. The Mark is then consumed. |
| Channeler | Mending Spirit | MIND | 1 | When you cast Mend, both you (the caster) and the target gain +5 Guard, regardless of the band rolled or which effect ladder the Mend uses. This can result in Over-Guard. |
| Channeler | Smite of the Patron | SOUL | 1 | Your Rend attacks gain the pattern: Smite of the Patron (Double N): Spend 1 Resolve to add +8 damage (Vitality-ladder Rend) or +3 Strain (Strain-ladder Rend). |
Human
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Human | Aggression | SOUL | 1 | Gain +1 BODY mastery slot. |
| Human | Brazenface | BODY | 1 | Gain +1 MIND mastery slot. |
| Human | Iron Will | SOUL | 1 | +2 Max Strain. Gain the Iron Will reaction (Vigor 1): Trigger: When you are about to take Strain from an incoming attack. Effect: Halve the Strain that you take. |
| Human | Mind Over Matter | MIND | 1 | Gain +1 BODY mastery slot. |
| Human | Open Mind | MIND | 1 | Gain +1 SOUL mastery slot. |
| Human | Self-Examination | BODY | 1 | Gain +1 SOUL mastery slot. |
| Human | Sophistry | SOUL | 1 | Gain +1 MIND mastery slot. |
Elf
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Elf | Blade Dancer | BODY | 1 | When a melee attack hits you (at any band, including a graze), you may immediately move 1 square in any direction at no Vigor cost. This movement resolves after the attack’s damage but before any other post-attack effects. This movement doesn’t trigger any Intercept or Forestall attacks. |
| Elf | Eldritch Sense | MIND | 1 | Gain the Detect Magic maneuver (see the Scholar archetype’s Rank 2 entry). |
| Elf | Elven Accuracy | MIND | 2 | +1d on ranged attacks that are not Indefensible, Imprecise, or Seeking — including spell attacks that qualify (e.g., Terra Rend at range). Does not apply to melee attacks. |
| Elf | Elven Hivemind | MIND | 1 | During downtime, invoke the hivemind with a luck roll. Bank a bonus of +Xd equal to the successes rolled, usable on one action roll of your choice before your next invocation. You may hold only one banked bonus at a time. |
| Elf | Inner Focus | SOUL | 1 | Your own soul serves as a spellcasting focus: you never take the -1d no-focus penalty for casting without a spell focus equipped. This functions as a basic focus only — it grants none of an exotic focus’s bonuses. Applies to all your casting, innate or path-granted. |
| Elf | Old Sight | SOUL | 1 | You sense magic, Fey, and undead within 5 squares of you. No roll required. For creatures of these types in range: Hidden → Obscured; Obscured → Visible; Visible → unchanged. |
| Elf | Sylvan Step | BODY | 1 | You ignore difficult terrain from natural sources (foliage, undergrowth, snow, sand, vines — GM adjudicates ambiguous cases). +1d on Stealth action rolls in natural environments. |
| Elf | Umbral Sight | BODY | 1 | Gain Darkvision. Supersedes Low-Light Vision. |
Dwarf
| Domain | Mastery | Type | Slots | Effect |
|---|---|---|---|---|
| Dwarf | Ancestral Encouragement | SOUL | 1 | While you have the Faltering condition, gain +1d bonus on all attacks and reactive defenses. |
| Dwarf | Dwarven Doughtiness | SOUL | 1 | At the end of your turn, automatically clear the Frightened condition if you have it. |
| Dwarf | Dwarven Hoard | BODY | 1 | +1 gear slot. |
| Dwarf | Grudge-Keeper | MIND | 1 | When a creature damages you, you may declare it your Grudge: gain +1d on attacks and opposing rolls against that creature for the rest of the encounter. Only one Grudge at a time; declaring a new one ends the previous. |
| Dwarf | Stoneskin | BODY | 1 | Gain Resistance (Crushing). |
Mastery Sets
| Set | Masteries | Set Bonus |
|---|---|---|
| Overflowing Fortune | Fortune’s Blessing, Shared Fortune, Fortune’s Escape | The Cursed condition does not affect your own luck rolls. |
| Benkei | Quartermaster, Shield Master, Weapon Specialization, Abundance | +3 gear slots. |
| Shukuchi | Lightning Reflexes, Alacrity, Quick Mind, Fleeting Spirit | +2 SPD. |
| Peak Human Condition | Aggression, Mind Over Matter, Open Mind, Self-Examination | Gain +1 Vitality per Human-domain mastery equipped. |
| Human Excellence | Aggression, Mind Over Matter, Sophistry, Brazenface | Gain +1 Max Strain per Human-domain mastery equipped. |
| Enlightenment | Sophistry, Brazenface, Open Mind, Self-Examination | Gain +1 Wildcard mastery slot per 3 Human-domain masteries equipped (round down). |
| Bloodbath | Bloodlust, Bloodfeast, Bloody Armor, Blood Scent | Whenever an effect of yours would apply a Wracked (Bleeding) stack to a creature — even if the target is already at maximum stacks — regain +2 Vigor. While at least one creature within 5 squares of you has Wracked (Bleeding), gain +1 Guard. This can result in Over-Guard. |