Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Downtime

Momenta Core Rules · Moment 3 · Narrative Play · Chapter 17

Downtime

The mission-level rest, taken between missions, or voluntarily mid-mission if needed. Voluntary downtime spends at least one beat of the mission clock and resets the party’s Momentum. Downtime happens in two phases, in order:

PHASE 1 - Recovery:

  • Vitality is fully restored.
  • Strain is fully cleared.
  • All conditions are cleared, except narrative-anchored conditions (see Interludes).
  • All Wounds and Burdens are healed, except narrative-anchored Wounds and Burdens (see Interludes).
  • Restore any disabled equipment, unless the disabling effect states otherwise.
  • Restock all consumable points.
  • Update their equipment loadout, as needed.
  • Resolve is restored to maximum.
  • The party will be awarded +1 merit if their Momentum at the time of entering downtime, is greater than or equal to half the party’s Max Momentum (minimum 1).
  • Player characters can bank their earned merits for character advancement.

PHASE 2 - Downtime Actions:

  • Every player can take two downtime actions.
  • In addition, the GM may have special narrative challenges that the players will need to resolve before moving on to the next part of the mission.
  • Before the party heads off for the next part of the mission, Momentum for the party is reset to 0.

Downtime Actions

After the Recovery phase during downtime, every player can choose to take up to two downtime actions.

[DOWNTIME ACTION] Retraining

Retrain your mastery loadout and equipped Limit Breaks. If required, the GM will work with the player to come up with a plausible narrative reason for these changes in abilities. Take note that masteries with the Dedication tag will not be removable/retrainable, although they can be freely moved around on the mastery board during retraining if required.
[DOWNTIME ACTION] Bond Montage

Play out a scene with the target of your Bond. If it resolves meaningfully (GM adjudication), gain 2 Strands towards the Bond.
[DOWNTIME ACTION] Work Contacts

Reach into your network for information or favors bearing on the next part of the mission. Resolve with a narrative action roll. Success yields intel, an introduction, or a modest favor; costs on the ladder are social - obligations, rumors, debts.
[DOWNTIME ACTION] Acquire & Craft

Buy, commission, or craft equipment and consumables, per the Equipment Catalog and GM adjudication. Crafting something unusual may require a roll and a project clock.
[DOWNTIME ACTION] Personal Project

Start or advance a project clock - researching a ritual, building a workshop, apprenticing to a master — or living your way toward a new Thread. Resolve with a narrative action roll; Success advances the clock 1 beat (2 beats if the roll yielded a Success with a Bonus).

GMs are free to introduce other downtime actions as appropriate.