How to Use This Book
Momenta Core Rules · Prologue · Welcome · Chapter 02
This book is the complete rules of Momenta. It is written concisely and assumes you have played a tabletop roleplaying game before. Content — archetypes, masteries, equipment, spells, Limit Breaks, enemies, and ready-to-play characters — lives in the separate catalogs, which this book points to but does not repeat.
Reading paths
- Playing a character: read the Prologue and Moments 1 through 4 in order. Moment 1 is the engine, Moment 2 is your character, Moment 3 is the story half, Moment 4 is the fight. Skip Moment 5.
- Running the game: read everything. Moment 5 is yours, and the chapter Running the Game is the best place to start.
- Returning to a rule mid-session: go straight to the chapter — each is one page in the online rules and one section in the book — or to Appendix B · Glossary, which lists every game term with a pointer to its home.
- Learning the game for the first time: a separate Quickstart, distilled from these rules and shipped with the pregenerated characters, is the gentler door. This book is the full house.
Conventions
- Bold marks a game term where it is defined and where a rule invokes it. Terms in Title Case are the names of specific things (Vigor, Hindered, Grunt, Basic Attack); lowercase words describe kinds of things (a maneuver, a condition, a stat block).
- Attributes and cores are written in capitals: POW, AGI, REA, INS, PRE, LUCK and BODY, MIND, SOUL, along with SPD, SEN, and SIZE.
- Dice are written as
3d6; bonuses and penalties to your dice pool as+2dand-1d; results as successes, with0s / 1s / 2s / 3+naming the bands a result can land in. - “See Chapter Name” points to another chapter. Nothing is stated twice: if a rule seems to be missing from where you are, the pointer tells you where it lives.
- Blockquotes labeled Design Note explain why a rule is the way it is. They are for curious readers and for anyone modifying the game; you can skip them and lose nothing.
- The GM adjudicates is a rule, not an evasion. Where the book says so, the decision belongs to the GM on purpose (see Running the Game).
The catalogs
| Catalog | Contains |
|---|---|
| Archetypes | Ancestry, basic path, and specialist path archetypes with their rank abilities |
| Masteries | Every mastery and mastery set, by domain |
| Equipment | Weapons, armor, spell foci, wondrous items, and consumables |
| Spellcasting | Arts and Resonances, and the spells they combine into |
| Limit Breaks | Personal and Combo Limit Breaks |
| Enemies | Challenge-class templates and ready-to-run stat blocks |
| Pregenerated Characters | Four Novice characters, fully built, with playstyle notes |