Push harder. Work together. Change the story.
Momentum is confidence, timing, pressure, and the wind at your back.
๐ช Hold up to 3 Momentum.
โก Gain 1 Momentum when playing a Bond or Drive gets you into trouble or costs you something.
โ Spend 1 Momentum before a roll to add +1d6.
โญ Spend 1 Momentum after a success to make it bigger, louder, faster, or safer, if the table agrees it fits.
๐ Spend 1 Momentum to refresh your Signature and let you use it again.
Track yours (saved in this browser):
When you help an ally, describe what you do.
๐ฒ They gain +1d.
โ ๏ธ If the roll has consequences, you are exposed to it.
๐ค Only one ally can Help.
๐ซ Help and Momentum do not stack.
Your Signature is your playbook's unique ability. It gives you an advantage or changes the story.
โ If it says Once Per Session, mark it when used.
๐ Spend 1 Momentum to refresh your Signature and let you use it again.
When you take a risky action, the GM may offer:
If you accept: gain 1 Momentum ยท increase Trouble by 1 ยท then roll normally.