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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 +2d and -1d; results as successes, with 0s / 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

CatalogContains
ArchetypesAncestry, basic path, and specialist path archetypes with their rank abilities
MasteriesEvery mastery and mastery set, by domain
EquipmentWeapons, armor, spell foci, wondrous items, and consumables
SpellcastingArts and Resonances, and the spells they combine into
Limit BreaksPersonal and Combo Limit Breaks
EnemiesChallenge-class templates and ready-to-run stat blocks
Pregenerated CharactersFour Novice characters, fully built, with playstyle notes