Momentum is a measure of a party’s cohesiveness, impetus, and willingness to sacrifice for the good of the team. The higher the party’s Momentum, the more advantages the party has; a party with low Momentum could actually face penalties.
Affects of Momentum
Momentum allows party members’ Trait’s to affect the entire party. A party with non-neutral momentum has at least one Trait applied to Momentum; the party enjoys the benefits or suffers the drawbacks of that trait for as long as it remains under Momentum.
Whenever Momentum increases, one party member first checks the list of disadvantageous Traits applied to Momentum; if any are his, he must remove one, eliminating a penalty from the party (he still suffers the penalty as normal). Otherwise, he chooses one of his advantageous Traits to place under Momentum; the entire party now benefits from this Trait.
Whenever Momentum decreases, the process reverses. One party member checks the list of advantageous Traits under Momentum; if any are his, he must remove one. Otherwise, he chooses one of his disadvantageous Traits to apply to Momentum.
Momentum returns to neutral (no Traits at all) whenever the party takes a significant break from adventuring. Exactly what constitutes a significant break is up to the GM, but, in general, the party can expect to begin every game session with neutral momentum.
Momentum increases after every completed encounter. Typically every encounter increases the party’s Momentum one to three times.
Whenever you make a roll, count up the number of dice showing 1s, and the number of dice showing the maximum value for the die. If the number of maximums is at least 2 larger than the number of 1s, then the character that makes the roll may spend 1 Luck to increase Momentum. When this happens, the character that made the roll must choose one of her own Traits to apply to (or remove from) Momentum.
The GM may choose to increase Momentum when he feels it is appropriate. For example, he may grant it when players cooperate to complete a complex goal.
Momentum decreases once after every Rest Period.
Whenever you make a roll, count up the number of dice showing 1s, and the number of dice showing the maximum value for the die. If the number of 1s is at least 2 larger than the number of maximums, then the GM may choose to decrease the party’s Momentum. When this happens, the GM will either spend 1 Luck from an NPC’s pool, or will grant the character that made the roll 1 Luck. When this happens, the character that made the roll must choose one of her own Traits to remove from (or apply to) Momentum.
The GM may choose to decrease Momentum when he feels it is appropriate. For example, he may decrease it when the party argues over a plan of action.