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Momenta — Pre-Generated Characters

Version: 0.31

Momenta is a tactical, cinematic fantasy TTRPG built around modular archetypes and slottable masteries. This catalog contains ready-to-play pregenerated characters. It is intended to be used with the Momenta Core Rules.

All stat blocks are pre-computed: dice pools include all passive bonuses, and damage ladders are printed with all static riders applied.

Novice Tier (Rank 3)

Mira — Half-Elf, Agile Skirmisher Warrior

Concept Line
An exiled princess of Exantria, hunting the ones who drove her family from the throne.
NameCharacter RankTier of PlayArchetypes
Mira3NoviceHalf-Elf (Rank 1)
Warrior (Rank 2)
CoreAttributeAttribute
BODY 3POW 0AGI 3
MIND 1REA 0INS 1
SOUL 0PRE 0LUCK 0
SPDSENSIZE
5101M
Max VitalityWound SlotsMax StrainBurden SlotsResolveMax VigorMax Guard
2135387
(+4/turn)
4
Gear SlotsWondrous Item SlotsConsumable Points
31🔴🔴 (2)
ArchetypeRankAbilities
Half-Elf1Low-Light Vision
Warrior1Martial Training - You may equip Medium, Heavy, and Superheavy weapons, and Martial armor.
Warrior1Deflect - You have access to the Deflect reactive defense.
Warrior2Counterattack - You have access to the Counterattack reactive attack.
Warrior2Focused Strike - When you make a Basic Attack with a weapon, you can spend +2 Vigor to roll with a +2d bonus.
Body mastery slots (3)Mind mastery slots (1)Soul mastery slots (0)Wildcard slot (1)
Lightning Reflexes
Combat Reflexes
Bloodlust
Overwatch-Visualization
Limit BreaksEffect
Deadeye RequiemMake one attack with an equipped ranged weapon with a +2d bonus. The attack gains the Seeking tag and ignores all attack roll penalties, including distance, visibility, and hit-location targeting penalties. You cannot target a Hidden creature.
WeaponTagsDiceEffectNotes
Rapier (Light)Slashing/Piercing
Melee 1
Deflect
Reflexive
3d6 (AGI)0s: 1 dmg
1s: 5 dmg
2s: 10 dmg
3+: 15 dmg
Triple: BloodlustWracked 1 (Bleeding)
Can apply Visualization
Shortbow (Medium)Piercing
Range 20
3d6 (AGI)0s: 2 dmg
1s: 6 dmg
2s: 11 dmg
3+: 17 dmg
Used for Overwatch
Can apply Visualization
No Bloodlust (Ranged)
Unarmed Attack (Light)Crushing
Melee 1
Reflexive
3d6 (AGI)0s: 1 dmg
1s: 3 dmg
2s: 6 dmg
3+: 9 dmg
Can apply Visualization
No Bloodlust (Crushing)
ArmorTypeEffectPenalty
Chain ShirtMartial+2 Max Guardnone
Reactive DefensesVigor CostDiceNotes
Dodge24d6 (AGI + Lightning Reflexes)-
Deflect (Rapier)13d6Melee attacks only, once per round.
Other ReactionsVigor CostTriggerNotes
Counterattack2When you are targeted by a melee attack.Resolve your attack first, then take the triggering damage in full.
Intercept2A combatant out of reach of one of your equipped melee weapons moves into reach during their movement.Interrupts, then target can finish moving.
Forestall2A combatant within reach of your Reflexive melee weapon attempts to move (not forced movement).Interrupts, then target can finish moving.
BraceFreeWhen you are about to take damage from an attack.Gain resistance to the attack; you become Broken.
Abilities
Overwatch (Vigor 1) maneuver:
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.

Visualization:
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.
Threads (3)Bonds (3)
Raised in the Pearl Court of Exantria.[To Kira / Bond 2 / 3 Strands] I am forever indebted to him for saving my life during a moment of my weakness.
Last student of the crown blademaster, Maestro Corvine.
Three years on the smugglers’ roads under a false name.
Playstyle
Open at range with Overwatch, close with the Rapier, Focused Strike against armor.

Kira — Dwarf, Raging Brute

Concept Line
The last shieldbreaker of Kargen Deephold, drowning his grief in battle-fury.
NameCharacter RankTier of PlayArchetypes
Kira3NoviceDwarf (Rank 1)
Barbarian (Rank 2)
CoreAttributeAttribute
BODY 2POW 2AGI 0
MIND 1REA 0INS 1
SOUL 1PRE 0LUCK 1
SPDSENSIZE
4
(5 when Frenzied)
121M
Max VitalityWound SlotsMax StrainBurden SlotsResolveMax VigorMax Guard
2135397
(+4/turn)
3
Gear SlotsWondrous Item SlotsConsumable Points
31🔴🔴 (2)
ArchetypeRankAbilities
Dwarf1Darkvision
Barbarian1Martial Training - You may equip Medium, Heavy, and Superheavy weapons, and Martial armor.
Barbarian1Enter Frenzy - You have access to the Enter Frenzy maneuver (see Abilities). Your maximum number of Frenzy stacks is 3 (1 base, raised by the Berserk mastery).
Barbarian2Relentless - Your melee weapon attacks deal +2 damage for every stack of Frenzy.
Barbarian2Adrenaline - While Frenzied, you can perform the Surge maneuver using BODY instead of MIND. All other rules for Surge remain the same, including taking 2 Strain for each point of Vigor gained.
Body mastery slots (2)Mind mastery slots (1)Soul mastery slots (1)Wildcard slot (1)
Bloodlust
Bloodfeast
WillpowerBerserkCharging Frenzy
Limit BreaksEffect
Crescent OnslaughtMake one melee weapon attack against every enemy within your weapon’s melee range (treat the weapon’s reach as a minimum of 2 for this maneuver). Roll each attack separately with a +1d bonus.
WeaponTagsDiceEffectNotes
Greataxe (Heavy)Slashing
Melee 1
2d6 (POW)
+1d per Frenzy stack
0s: 3 dmg
1s: 9 dmg
2s: 17 dmg
3+: 25 dmg
(+2 per Frenzy stack)
Triple: BloodlustWracked 1 (Bleeding)
Sling (Light)Crushing
Range 10
2d6 (POW)0s: 1 dmg
1s: 4 dmg
2s: 8 dmg
3+: 12 dmg
No Frenzy bonuses (Ranged)
No Bloodlust (Ranged)
Unarmed (Light)Crushing
Melee 1
2d6 (POW)
+1d per Frenzy stack
0s: 1 dmg
1s: 3 dmg
2s: 6 dmg
3+: 9 dmg
(+2 per Frenzy stack)
No Bloodlust (Crushing)
ArmorTypeEffectPenalty
Plate ArmorMartial+3 Max Guard-1d on all AGI action rolls
Reactive DefensesVigor CostDiceNotes
Dodge22d6, take lowestUnavailable while Frenzied.
Other ReactionsVigor CostTriggerNotes
Intercept2A combatant out of reach of one of your equipped melee weapons moves into reach during their movement.Basic Attack (Frenzy dice apply). Interrupts, then target can finish moving.
BraceFreeWhen you are about to take damage from an attack.Gain resistance to the attack; you become Broken. Unavailable while Frenzied.
Abilities
Enter Frenzy (Vigor 1, 1/turn) maneuver:
Gain 1 stack of the Frenzy condition (max 3).

Frenzy (stackable, max 3; cleared by Steady Yourself):
+1d per stack on all melee weapon attacks (including Intercept). Flat +1 SPD while Frenzied. You cannot Brace, or use reactive defenses like Dodge. At the end of your turn, take Strain equal to your current Frenzy stacks.

Willpower: +1d when using INS to oppose a roll.

Bloodfeast: When you defeat a creature with a melee attack while Frenzied, regain 1 Vigor and gain +5 Guard (Over-Guard rules apply).

Surge: once per turn, convert Strain into Vigor at 2 Strain per 1 Vigor, up to BODY (2) Vigor (while Frenzied) or MIND (1) Vigor (while not Frenzied).

Charging Frenzy: 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.
Threads (3)Bonds (4)
Forged as a shieldbreaker of Kargen Deephold.[To Vera / Bond 2 / 3 Strands] I do not trust elves; she will be trouble.
Twenty years cutting ore in the deep galleries.
Crowd favorite of the Emberlow fighting pits.
Playstyle
Enter Frenzy every turn and swing the Greataxe — at Frenzy 3 you roll 5d6 for 9/15/23/31. Watch your Strain: the rage costs 3/turn at full stacks against a maximum of 5, so Steady Yourself before you Break down. While Frenzied you have no defensive reactions — let Mira hold the line, and Brace only when calm.

Maya — Human, Damage Caster

Concept Line
A disgraced academy prodigy proving the theory they expelled her for.
NameCharacter RankTier of PlayArchetypes
Maya3NoviceHuman (Rank 1)
Scholar (Rank 2)
CoreAttributeAttribute
BODY 0POW 0AGI 0
MIND 3REA 3INS 0
SOUL 1PRE 0LUCK 1
SPDSENSIZE
5101M
Max VitalityWound SlotsMax StrainBurden SlotsResolveMax VigorMax Guard
10312397
(+3/turn)
2
Gear SlotsWondrous Item SlotsConsumable Points
33🔴🔴🔴🔴 (4)
ArchetypeRankAbilities
Human1Versatile - +1 wildcard mastery slot (included below).
Human1Human Experience - Gain one additional Thread (included below).
Scholar1Spellcasting - You may perform the Cast a Spell maneuver, using REA as the spellcasting attribute.
Scholar1Starting Repertoire - 3 bonus mastery slots (shown below), retrainable during downtime.
Scholar1Spell Focus - Casting without a spell focus equipped incurs -1d on the spellcasting roll.
Scholar2Detect Magic - You have access to the Detect Magic maneuver (see Abilities).
Scholar2Push the Craft - When you cast a spell, you may take up to MIND (3) Strain before rolling; each Strain grants +1d on that spellcasting roll.
Scholar2Magic Study - Gain 1 bonus mastery slot (shown below)
Body mastery slots (0)Mind mastery slots (3)Soul mastery slots (1)Wildcard slots (2)Repertoire slots (4)
-Mens Resonance
Cone Shaping
Arcane Shield
Storied PastIron Will
Potpourri
Ignis Resonance
Rend Art
Afflict Art
Bolster Art
Limit BreaksEffect
Arcane OverdriveCast one spell. Its total Vigor cost is 0, including up to 4 Vigor of spell-shaping upgrades for free. The spellcasting roll gains a +2d bonus (area shaping roll penalties still apply). Grazing with this spell causes no Strain.

Because a Limit Break is a full-turn maneuver, free maneuvers that accompany casting (e.g., Push the Craft) cannot be used.
WeaponTagsDiceEffectNotes
Dagger (Light)Slashing/Piercing
Melee 1
Range 5
2d6, take lowest0s: 1 dmg
1s: 4 dmg
2s: 8 dmg
3+: 12 dmg
-
Spell FocusEffect
Spellbook (Basic spell focus)-
ArmorTypeEffectPenalty
Armored CloakStandard+2 Max Guard-1d on all AGI action rolls
SpellVigor CostRollTags & DefenseEffect
Ignis Rend (Range 10)23d6Fire.
Defended normally (Dodge etc.).
0s: 4 dmg
1s: 7 dmg
2s: 12 dmg + Wracked 1 (Fire)
3+: 18 dmg + Wracked 3 (Fire)
OF: +6 dmg/success
Mens Rend (Range 10)23d6Mental, Indefensible, Imprecise, Seeking.
Opposable by INS.
Strain damage — 0s: 1
1s: 2
2s: 3 + Frightened
3+: 5 + Frightened
OF: +2 Strain/success
Ignis Afflict (Touch, 1 round)23d6Fire, Indefensible, Imprecise, Seeking.
Opposable by POW.
0s: 1 dmg
1s: Wracked 1 (Fire)
2s: Wracked 2 (Fire)
3+: Wracked 3 (Fire)
OF: +2 dmg/success.
While active: pay 1 Strain per cleared stack to restore it.
Mens Afflict (Touch, 1 round)23d6Mental, Indefensible, Imprecise, Seeking.
Opposable by INS.
Applies Frightened (see catalog band note).
While active: pay 1 Strain to re-apply if cleared.
Ignis Bolster (Self, 1 round)23d6Buff (cast on an ally at Touch for +1 Vigor).Target’s melee weapon attacks deal +2 Fire damage; at 2s/3+ the target also gains +1d/+2d on melee weapon attacks. OF: +2 Guard/success.
Mens Bolster (Self, 1 round)23d6Buff (cast on an ally at Touch for +1 Vigor).Target gains +2d on REA and INS rolls made to oppose another roll; at 2s/3+, +1d/+2d on all other REA and INS rolls. OF: +2 Guard/success.

Spell-shaping (pay extra Vigor when casting): Range +1 step per +1 Vigor (Touch → 10 → 20 → 40) · Area 3×3 (+1 Vigor, -1d) / 5×5 (+2, -2d) / 7×7 (+3, -3d) · Cone N (+N Vigor, -1d) via Cone Shaping · Duration +1 round per +1 Vigor.

Reactive DefensesVigor CostDiceNotes
Dodge22d6, take lowest-
Other ReactionsVigor CostTriggerNotes
BraceFreeWhen you are about to take damage from an attack.Gain resistance to the attack; you become Broken.
Iron Will1When you are about to take Strain from an attack.Halve the Strain that you take.
Arcane Shield1Another creature targets you with an attack (declared before the attacker rolls)Gain resistance to the triggering attack. You take 2 Strain.
Abilities
Detect Magic (Vigor 2) maneuver:
Make a REA roll to sense magic within SEN (10) squares. 0s: presence only. 1s: Resonance and Art, for those you know. 2+: Resonance and Art of any detected magic.

Surge: once per turn, convert Strain into Vigor at 2 Strain per 1 Vigor, up to MIND (3) Vigor.
Threads (5)Bonds (4)
Youngest-ever fellow of the Kolgrimm Athenaeum.[To Vera / Bond 2 / 3 Strands] I am in love; I have never seen anyone that is so pretty in real life.
Expelled after the Emberfall Incident.
Summers apprenticed to her apothecary aunt.
Field cataloguer on the Threnody Expedition.
Keeps ciphered correspondence with a dozen dubious scholars.
Playstyle
Two damage tracks: Ignis burns Vitality through armor’s Guard, Mens bypasses every physical defense and drains Strain — read the enemy and pick the track. Push the Craft (+1d to +3d) on the big cast, then Surge your deep Strain pool back into Vigor. Arcane Shield is your Dodge. Stay behind Kira.

Vera — Elf, Battle-Priest

Concept Line
A lantern of the Dawnfather’s faith, sent into the dark to find out why the light dims.
NameCharacter RankTier of PlayArchetypes
Vera3NoviceElf (Rank 1)
Channeler (Rank 2)
CoreAttributeAttribute
BODY 1POW 1AGI 0
MIND 3REA 0INS 3
SOUL 0PRE 0LUCK 0
SPDSENSIZE
6151M
Max VitalityWound SlotsMax StrainBurden SlotsResolveMax VigorMax Guard
12383107
(+4/turn)
2
Gear SlotsWondrous Item SlotsConsumable Points
33🔴🔴 (2)
ArchetypeRankAbilities
Elf1Low-Light Vision
Elf1Elven Memories - Whenever a situation calls for having knowledge about a subject matter, you can spend 1 Strain to upgrade your knowledge level by one step - from Unfamiliar to Familiar, or from Familiar to Expert. Only 1 Strain can be spent in this manner for each situation, and it only lasts for the duration of the current situation.
Channeler1Spellcasting - You may perform the Cast a Spell maneuver, using INS as the spellcasting attribute.
Channeler1Starting Repertoire - 3 bonus mastery slots (shown below), retrainable during downtime.
Channeler1Spell Focus - Casting without a spell focus equipped incurs -1d on the spellcasting roll.
Channeler2Patron’s Aura - An aura of divine protection covering all squares within 5 of you. Enables the Helping Hand reaction.
Channeler2Patron’s Will - When you cast a spell, you may bypass the spellcasting roll and declare successes at 2 Strain per success. No modifiers of any kind apply. Declare before rolling and before any opposed rolls resolve.
Body mastery slots (1)Mind mastery slots (3)Soul mastery slots (0)Wildcard slot (1)Repertoire slots (3)
VigorousRend Art
Bolster Art
Mending Spirit
-BeseechLux Resonance (2 slots)
Mend Art
Limit BreaksEffect
Undying VowEvery ally within SEN squares (including yourself) restores Vitality equal to half their Max Vitality at no Resolve cost, then chooses one of the following:

- Clear Strain equal to half their Max Strain; or
- Clear one condition on themselves that is auto-clear or roll-to-clear.
WeaponTagsDiceEffectNotes
Dagger (Light)Slashing/Piercing
Melee 1
Range 5
1d6 (POW)0s: 1 dmg
1s: 4 dmg
2s: 8 dmg
3+: 12 dmg
-
Spell FocusEffect
Holy Symbol (Basic spell focus)-
ArmorTypeEffectPenalty
Armored CloakStandard+2 Max Guard-1d on all AGI action rolls
Spell (2 Vigor to cast)RollTags & DefenseEffect
Lux Rend (Range 15)3d6 (INS)Radiant, Indefensible, Imprecise (blocked by Cover — no Seeking).
Opposable by PRE.
0s: 4 dmg
1s: 7 dmg
2s: 12 dmg + Shrouded
3+: 18 dmg + Shrouded
OF: +6 dmg/success
Lux Bolster (Self, 1 round)3d6 (INS)Buff (cast on an ally at Touch for +1 Vigor).Target’s weapon attacks gain the Radiant tag; target is immune to Frightened (existing Frightened cleared). Band-flat: 1s+ grants the full effect. OF: +2 Guard/success.
Lux Mend (Touch)3d6 (INS)Restoration — caster chooses Vitality or Strain ladder.Vitality: 0s: +5 Guard · 1s: recover half Max Vitality · 2s: recover to full · 3+: full + clear all stackable auto/roll-clear conditions. Bands 1+: caster or target spends 1 Resolve. OF: +3 Guard/success.
Strain: clears 1/2/3/5 Strain by band · 3+ also clears all non-stackable auto/roll-clear conditions. OF: +2 Strain cleared/success.

Spell-shaping (pay extra Vigor when casting): Range +1 step per +1 Vigor (Touch → 15 → 30 → 60) · Area 3×3 (+1 Vigor, -1d) / 5×5 (+2, -2d) / 7×7 (+3, -3d) · Duration +1 round per +1 Vigor.

Reactive DefensesVigor CostDiceNotes
Dodge22d6, take lowest-
Other ReactionsVigor CostTriggerNotes
Helping HandThe Mend’s Vigor costAn ally within your Patron’s Aura (5 squares) is targeted by an attack.Cast Mend on them; it resolves before the attack’s damage. Pay range shaping to reach them (Touch base).
BraceFreeWhen you are about to take damage from an attack.Gain resistance to the attack; you become Broken.
Abilities
Mending Spirit: When you cast Mend, both you and the target gain +5 Guard, regardless of band or ladder. Can result in Over-Guard.

Beseech: During interlude, restore 1 spent Resolve (once per interlude).

Patron’s Will economics: your Max Strain is 8 — declaring 3 guaranteed successes costs 6 Strain. Use it when the heal must land.

Surge: once per turn, convert Strain into Vigor at 2 Strain per 1 Vigor, up to MIND (3) Vigor.
Threads (3)Bonds (3)
Novice-raised in the Cloister of First Light.[To Mira - Bond 1 / 1 Strand] Half-Elves are curious creatures to me.
Walked the pilgrim roads as a lantern-bearer.[To Kira - Bond 1 / 1 Strand] Dwarves are curious creatures to me.
Chosen as a Voice on the Night of Falling Stars.[To Maya - Bond 1 / 1 Strand] Humans are curious creatures to me.
Playstyle
SEN 15 means your light reaches across the battlefield — but cover blocks it, so keep sightlines. Helping Hand turns incoming blows into healing moments; Mending Spirit armors you both every time. When a Mend absolutely must land at full effect, Patron’s Will buys 3 successes for 6 Strain off your deep Elf track. Bolster the frontline against fear before the horrors arrive.