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Interludes

Momenta Core Rules · Moment 3 · Narrative Play · Chapter 16

Momenta uses two rest periods: interlude (in between encounters within a mission) and downtime (in between missions). There are no fixed durations for these periods, and the GM can narratively specify the duration as required by the story.

Interlude

Any non-combat period within an active mission. The pause between encounters; the moment the party catches its breath. Interludes happen in two phases, in order:

PHASE 1 - Respite:

  • Vigor and Guard get restored to their usual maximum. Any Over-Guard is lost.

  • All Strain clears.

  • The following combat-scoped conditions are removed:

    • All auto-clear and roll-to-clear conditions.
    • Persistent conditions: Faltering, Unraveling, Defeated, Lost, and Vulnerable.
  • Narrative-anchored conditions do NOT clear automatically. Cursed and similar conditions persist until the narrative source is resolved (a quest completed, a relic destroyed) or a specific ability removes them. The GM may also rule that an otherwise combat-scoped condition persists for narrative reasons (e.g., a Defeated character fatally stabbed, or a Lost character runs off and abandons the party). Afflictions are also not automatically cleared (see below).

  • Player characters can choose to spend 1 Resolve to fully restore their Vitality.

  • Player characters can choose to spend 1 Resolve to heal 1 Wound or 1 Burden. For every Burden that is removed, the player can choose to remove 1 Affliction. The GM may also adjudicate that narrative-anchored Wounds or Burdens may not be healed by spending Resolve (e.g., cursed Wounds, magic-bound Burdens).

  • Restore any disabled equipment, unless the disabling effect states otherwise.

  • Equip any new gear or wondrous items, that the characters can find.

  • Restock at least 1 consumable point (up to the character maximum, usually 2) and potentially more if the GM adjudicates so.

PHASE 2 - Interlude Scenes:

  • Every player can choose to participate in one interlude scene.
  • In addition, the GM may have special narrative challenges that the players will need to resolve before moving on to the next encounter.

Interlude Scenes

After the Respite phase in an interlude, every player can choose to participate in one interlude scene. This is usually a short scene with a small mechanical benefit, and if there is any narrative play that is required, the GM should limit action rolls to at most one roll. Scenes are optional - they are opportunities for the characters, not obligations.

[INTERLUDE SCENE] Bond Vignette

Play out a short scene with the target of your Bond. If it resolves meaningfully (GM adjudication), gain 1 Strand towards the Bond, and both participants in the scene restores 1 Resolve.
[INTERLUDE SCENE] Preparation

Scout the ground, scheme, set a ritual, lay a trap. Resolve with a narrative action roll against stakes the GM frames. Success yields a concrete advantage in the next encounter, adjudicated within the fiction - a known Signature telegraph, a pre-positioned party, a weakened obstacle, a mapped escape route, etc.
[INTERLUDE SCENE] Work a Lead

Chase information between encounters - question a captive, decode the ledger, read the tracks. Resolve with a narrative action roll. Success answers questions about the mission's threats, layout, or actors (based on GM discretion).
[INTERLUDE SCENE] Steel Yourself

Spend the scene in quiet focus, prayer, or trusted company. Recover 2 Resolve.

GMs are free to introduce other interlude scenes as appropriate.