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Appendix B · Glossary

Momenta Core Rules · Appendices · Chapter B

Every game term, one line each, with a pointer to the chapter that defines it. These are identifications, not rules: the chapter is always authoritative.

  • Action roll — The standard roll: a pool of d6s, each 5 or 6 a success. Rolling Dice
  • Affliction — A persistent condition gained from Burdens; there are six named Afflictions, and they survive interludes. Conditions and States
  • Archetype — A package of ranked abilities; every character has an ancestry archetype and at least one path archetype. Archetypes
  • Area attack — An attack that affects every creature within a shape rather than a chosen target. Attacking
  • Art — The verb of a spell — what it does. Combined with a Resonance to make a spell. Spellcasting
  • Assist — Spend Resolve to add dice to an ally’s narrative action roll. Narrative Actions
  • Attribute — POW, AGI, REA, INS, PRE, and LUCK; they set your dice pools. Characters at a Glance
  • Auto-clear — A clear type: the condition loses a stack at the end of your turn. Conditions and States
  • Basic Attack — The maneuver for attacking with an equipped weapon. Maneuvers and Reactions
  • Basic path — The archetype class that defines a character’s trade: Warrior, Scholar, Channeler, and so on. Archetypes
  • Beat — A unit of the mission clock; missions are measured in beats. The Mission Loop
  • Blast, Cone, Line, Wall, Salvo — The shapes an area spell can take. Spellcasting
  • BODY, MIND, SOUL — The three cores; each is the sum of two attributes and drives derived stats and mastery slots. Characters at a Glance
  • Bond — A relationship with mechanical weight, grown through play and measured by Strands and intensity. Bonds
  • Bond intensity — The five strengths of a Bond: Fleeting (1), Rooted (2), Enduring (3), Profound (4), Unbreakable (5). Bonds
  • Bond Montage — A downtime action that grows a Bond. Downtime
  • Bond target — The character, creature, place, or object a Bond is held toward. Bonds
  • Bond Vignette — An interlude scene that grows a Bond. Interludes
  • Brace — A free reaction that halves incoming damage at the price of Broken; not a reactive defense. Maneuvers and Reactions
  • Broken — A condition that costs you your maneuvers and reactions until the end of your turn. Conditions and States
  • Burden — Filled when Strain reaches its maximum; each Burden inflicts an Affliction. Damage, Wounds, and Burdens
  • Called shot — Targeting Edge or Mark instead of Mass, at a dice penalty for a stronger effect. Attacking
  • Campaign difficulty — The mission-level setting that governs merits and the mission clock. The Mission Loop
  • Carry — In a group roll, covering an ally’s consequence with your own. Narrative Actions
  • Cast a Spell — The maneuver for casting a spell from your repertoire. Spellcasting
  • Catastrophic Failure, Failure, Success at a Cost, Success, Success with a Bonus — The five outcomes of a narrative action roll, read from the difficulty ladder. Narrative Actions
  • Catch Your Breath — A full-turn maneuver that trades Resolve for Vitality. Maneuvers and Reactions
  • Challenge class — An enemy’s weight: Grunt, Regular, Elite, Champion, or Nemesis. Building Encounters
  • Champion — A challenge class: a boss with multiple turns, Wound slots, and telegraphed signatures. Building Encounters
  • Clock — A segmented tracker for progress or pressure in narrative play. Clocks
  • Combination weapon — A weapon in parts that share gear slots. Equipment
  • Combo Limit Break — A Limit Break performed together by partners who share a mutual Bond 4 or higher. Bonds in Combat
  • Come Back to Me! — The mutual Bond 4 maneuver that can bring back a Defeated or Lost partner. Bonds in Combat
  • Concept line — The one-sentence description of who a character is, written at creation. Creating a Character
  • Condition — A status with a clear type and, often, stacks; the full list is in one chapter. Conditions and States
  • Consumable — A single-use item, tracked with consumable points rather than individually. Equipment
  • Consumable point — The resource spent to use any consumable you have access to. Characters at a Glance
  • Core — See BODY, MIND, SOUL. Characters at a Glance
  • Counterattack — A reaction that answers a melee attack with one of your own. Maneuvers and Reactions
  • Cover — Partial obstruction that limits which hit locations a ranged attack can target. Attacking
  • Crisis — A state: you are on your last Vitality or Strain track. Conditions and States
  • Cumbersome — A tag: attacks with this weapon cost more Vigor. Appendix A · Tags
  • Cursed — A condition that turns your luck rolls into zero successes. Conditions and States
  • Damage type — The kind of damage an attack deals — Slashing, Piercing, Crushing, Fire, and others — used by resistance and weakness. Attacking
  • Defeated — A condition: you are out of the fight until something brings you back. Conditions and States
  • Deflect — A reactive defense that turns an attack aside with a weapon or shield; also the tag that permits it. Maneuvers and Reactions
  • Delivered range — The range step a spell is actually cast at; it decides whether the spell is a melee or ranged attack. Spellcasting
  • Difficult terrain — Squares that cost extra movement. Maneuvers and Reactions
  • Difficulty ladder — The four rungs of narrative difficulty: Routine, Tricky, Daunting, Insurmountable. Narrative Actions
  • Dodge — A reactive defense using AGI. Maneuvers and Reactions
  • Domain — The grouping a mastery belongs to (General, Martial, an archetype, and so on), which decides who can take it. Masteries
  • Downtime — The long rest between missions: full recovery, advancement, and downtime actions. Downtime
  • Downtime action — One of the activities each character takes during downtime. Downtime
  • Edge — A hit location; a hit here hinders the target. Attacking
  • Effortless — A narrative pattern (Triple) that refunds Resolve. Patterns
  • Elite — A challenge class: a dangerous single enemy with Wound slots and multiple turns. Building Encounters
  • Encounter — A combat, framed by objectives and won by achieving them. Building Encounters
  • Encounter challenge — A side encounter objective; achieving one earns Momentum. Building Encounters
  • Equilibrium rule — The limit on how far apart your highest and lowest cores can be. Creating a Character
  • Exhausted — A condition that halves your Vigor refresh. Conditions and States
  • Extra Success — A narrative pattern (Double) that raises the outcome of a roll one step. Patterns
  • Faltering — The death-track condition gained on filling your last Wound slot; survive it turn by turn. Conditions and States
  • Feint — A maneuver that makes a target Vulnerable instead of dealing damage. Maneuvers and Reactions
  • Forced movement — Movement you did not choose; it never triggers Forestall but can trigger Intercept. Maneuvers and Reactions
  • Forestall — A reaction that punishes an enemy leaving your reach. Maneuvers and Reactions
  • Free action — An act that costs no Vigor and no maneuver. Maneuvers and Reactions
  • Frightened — A condition: you cannot move toward or melee-attack the source of your fear. Conditions and States
  • Full-turn maneuver — A maneuver that consumes your whole turn except the free Move. Maneuvers and Reactions
  • Gear — Weapons, armor, and spell foci, limited by gear slots. Equipment
  • Gear slot — A derived stat: how many pieces of gear you can equip. Characters at a Glance
  • Grab — The maneuver that seizes a target; the target becomes Grabbed. Maneuvers and Reactions
  • Grabbed — A condition: a grabber is holding you and neither of you can move freely. Conditions and States
  • Graze — An attack reduced to zero successes; it still deals its lowest damage band but triggers no patterns. Rolling Dice
  • Group roll — A narrative roll the whole party makes together. Narrative Actions
  • Grunt — A challenge class: rank-and-file enemies that act in squads and never roll. Building Encounters
  • Guard — A damage buffer that absorbs hits before Vitality and refreshes each turn. Characters at a Glance
  • Hidden — A state: enemies cannot target you until you are found. Vision, Lighting, and Stealth
  • Hide — The maneuver for becoming Hidden. Vision, Lighting, and Stealth
  • Hindered — A condition that slows you and strips your ability to Dodge. Conditions and States
  • Hit location — Where an attack lands: Mass, Edge, or Mark. Attacking
  • Impaired — A condition: a dice penalty per stack on all rolls except luck rolls. Conditions and States
  • Imprecise — A tag: the attack can only target Mass. Appendix A · Tags
  • Indefensible — A tag: the attack cannot be met by reactive defenses. Appendix A · Tags
  • Independent — A combatant on neither side, acting after everyone else. The Shape of a Fight
  • Intercept — A reaction that strikes an enemy entering your reach. Maneuvers and Reactions
  • Interlude — The short rest between encounters, with room for one meaningful scene. Interludes
  • Interlude scene — A brief scene played during an interlude. Interludes
  • Invisible — A condition: you are always hidden, and those able to locate you treat you as obscured. Vision, Lighting, and Stealth
  • Invoke — Spending Resolve to bring a Bond to bear on a roll, in a scene or a fight. Narrative Actions
  • Knowledge — What a character simply knows, decided by their Threads and Bonds. Threads and Knowledge
  • Limit Break — A signature full-turn move powered by Momentum or by Crisis. Limit Breaks
  • Line of sight — A clear line from your square to the target’s; required for ranged attacks and many abilities. Attacking
  • Lost — A condition: your character’s mind is lost and the GM controls them. Conditions and States
  • Luck roll — Testing your luck — a roll of your LUCK dice that no modifier can touch. Rolling Dice
  • Maneuver — An action taken on your turn, paid for with Vigor. Maneuvers and Reactions
  • Mark — A hit location; a hit here hurts more, and a Wound here also Breaks the target. Attacking
  • Mass — The default hit location: the body. Attacking
  • Mastery — A slotted ability that customizes a character; found in the Masteries catalog. Masteries
  • Mastery set — A group of masteries that grants a bonus when equipped together. Masteries
  • Mastery slot — A derived stat: how many masteries of each type you can equip; wildcard slots take any type. Characters at a Glance
  • Melee N, Range N — Tags: the attack is melee with reach N, or ranged with maximum range N. Appendix A · Tags
  • Merit — The advancement currency, awarded for objectives and banked for ranks at downtime. Merits and Tiers of Play
  • Mission — The unit of story: objectives, a mission clock, and a campaign difficulty, ending in downtime. The Mission Loop
  • Mission clock — The beats a party has to complete a mission. The Mission Loop
  • Momentous Development — Spend Momentum to add a true fact to the world, anchored in a Thread or Bond. Narrative Actions
  • Momentous Feat, Momentous Fortune — Spend Momentum to add successes to a roll, or to reroll a luck roll. Narrative Actions
  • Momentum — The party’s shared pool, earned by objectives and dramatic play, spent on Limit Breaks and Momentous abilities. Momentum
  • Move, Shift — The maneuvers for moving your speed and for stepping one square. Maneuvers and Reactions
  • Narrative play — The half of the game played in scenes, with dice only when the outcome is in doubt. Narrative Actions
  • Nemesis — A challenge class: the campaign’s great enemy, immune to most control and able to shrug off conditions. Building Encounters
  • Opposable — A spell tag: the target resists with a free opposition roll. Spellcasting
  • Opposition roll — A roll made to resist another roll; successes cancel. Rolling Dice
  • Over-Guard — Guard above your maximum, from effects that grant it. Characters at a Glance
  • Pattern — A combination of matching dice that triggers an extra effect; players choose how to allocate their dice. Patterns
  • Penetrating — A tag: the attack bypasses Guard. Appendix A · Tags
  • Persistent — A clear type: the condition ends only by its own rules. Conditions and States
  • Point-blank — The penalty for ranged attacks against an adjacent target. Attacking
  • Precise — A line in an enemy’s tactics that permits called shots. Building Encounters
  • Provoked — A condition that punishes attacking anyone but its source. Conditions and States
  • Push the Craft — A Scholar casting maneuver: take Strain for extra dice on a spellcasting roll. Spellcasting
  • Push Yourself — Spend Resolve to add dice to your own narrative action roll. Narrative Actions
  • Rank — A character’s level; ranks are gained with merits and raise attributes, slots, and Vigor. Advancement
  • Reaction — An act taken outside your turn in response to a trigger, paid for with Vigor. Maneuvers and Reactions
  • Reactive attack, reactive defense — The two families of reaction: strike back, or turn an attack aside (Dodge, Deflect). Maneuvers and Reactions
  • Realized — An archetype at its third rank. Archetypes
  • Reflexive — A tag: the weapon can make Forestall reactions. Appendix A · Tags
  • Regular — A challenge class: standard enemies that roll but never clear roll-to-clear conditions. Building Encounters
  • Repertoire — The Arts and Resonances a caster knows. Spellcasting
  • Resistance, weakness — Halving or doubling the damage of a type that gets past Guard. Attacking
  • Resolve — Personal grit, spent to push yourself, invoke Bonds, and recover; restored at downtime. Characters at a Glance
  • Resonance — The substance of a spell — fire, light, mind, time, earth — combined with an Art. Spellcasting
  • Roll-to-clear — A clear type: roll the named attribute at the end of your turn to shed stacks. Conditions and States
  • Round, turn — A round is everyone acting once; a turn is one combatant’s action. The Shape of a Fight
  • Scene — A unit of narrative play framed by the GM. Narrative Actions
  • Scene action — An encounter feature that acts on its own turn. Building Encounters
  • Scripted defense — An enemy’s fixed, no-roll answer to attacks, used in place of reactions. Building Encounters
  • Seeking — A tag: the attack ignores Cover. Appendix A · Tags
  • SEN, SPD, SIZE — Derived stats: how far you perceive, how far you move, and how much space you occupy. Characters at a Glance
  • Shake It Off, Steady Yourself — Shed a stack of certain conditions, or spend a full turn to clear half your Max Strain. Maneuvers and Reactions
  • Shield — A tag: the weapon can Deflect any melee attack, including spells. Appendix A · Tags
  • Shove — A maneuver that pushes a target with forced movement. Maneuvers and Reactions
  • Shrouded — A condition that collapses your senses to a single square. Conditions and States
  • Slowed — A condition that pushes you to the end of the turn order. Conditions and States
  • Solid Hit — The universal combat pattern (Double): extra damage equal to the matched face. Patterns
  • Specialist path — An advanced archetype class with prerequisites, such as Ninja or Magus. Archetypes
  • Spell — An Art combined with a Resonance, cast at a chosen shape and range. Spellcasting
  • Spell focus — Gear that supports spellcasting. Equipment
  • Spell-shaping — Paying Vigor to upgrade a spell’s range, area, duration, or targets above its basic shape. Spellcasting
  • Squad — Up to four Grunts that act as one turn. Building Encounters
  • Stat block — An enemy’s full write-up. Building Encounters
  • Stay With Me! — The Bond 2 maneuver that calls a Faltering or Unraveling ally back from the edge. Bonds in Combat
  • Strain — The mental track; it fills upward, and a full track inflicts a Burden. Characters at a Glance
  • Strand — The unit of a Bond’s growth; enough Strands raise its intensity. Bonds
  • Stressed — A state: your Strain is at least half its maximum. Conditions and States
  • Surge — A maneuver that converts Strain into Vigor. Maneuvers and Reactions
  • Surprised — A condition for combatants caught unaware as combat begins. Conditions and States
  • Tag — A keyword on a weapon, attack, or spell that changes how it behaves; all tags are listed in one place. Appendix A · Tags
  • Tandem partner — A character with whom you share a mutual Bond 3 or higher. Bonds in Combat
  • Tandem Strike, Tandem Defense, Tandem Advance — The three Tandem Maneuvers: act out of turn alongside your tandem partner. Bonds in Combat
  • Telegraphed attack — An enemy signature declared a turn ahead, giving the party time to answer. Building Encounters
  • Thread — A chapter of a character’s past, written as a short phrase; the source of knowledge and narrative bonuses. Threads and Knowledge
  • Tier of play — The four bands of ranks: Novice, Seasoned, Veteran, Paragon. Merits and Tiers of Play
  • Touch — The range step at which a spell is delivered as a melee attack. Spellcasting
  • Turn order — How sides alternate turns within a round. The Shape of a Fight
  • Unarmed Attack — The weapon every character always has equipped. Equipment
  • Unraveling — The death-track condition of the mind, gained on filling your last Burden slot. Conditions and States
  • Use Consumable — The maneuver that spends a consumable point. Maneuvers and Reactions
  • Vigor — The action currency, refreshed each turn and spent on maneuvers and reactions. Characters at a Glance
  • Vitality — The body track; at zero you take a Wound and it refills. Characters at a Glance
  • Vulnerable — A condition that gives the next attack roll against you extra dice. Conditions and States
  • Weight class — A weapon’s size — Light, Medium, Heavy, Superheavy — which sets gear-slot cost and who can wield it. Equipment
  • Wildcard slot — A mastery slot that accepts any mastery type. Characters at a Glance
  • Wondrous item — A magical item equipped into a wondrous item slot. Equipment
  • Wondrous item slot — A derived stat: how many wondrous items you can equip. Characters at a Glance
  • Wound — Filled when Vitality reaches zero; each Wound rolls a consequence. Damage, Wounds, and Burdens
  • Wracked — A condition that deals typed damage at the end of each of your turns. Conditions and States
  • Zero-dice rule — What happens when a pool would be zero dice: roll two and keep the lowest. Rolling Dice