So according to p53 under Generating Momentum:
quote:
Upon succeeding at an attribute test, the
player should take note of the amount of Momentum
generated. Those points can then be used while
the character resolves the current test, or saved for
future use as described later.
So you generate Momentum with a Test (in your case you generated 3 Momentum testing to Defend), you can use any of that Momentum while resolving this test (just like you do when you attack, generate Momentum, and then maybe choose to spend it to increase damage of the attack), or you can save it for later (ie: a different Test).
I read that as the loose any you can't bank from one test to the next.
In your case:
- start with 1 in pool from msg #40
- generate 3 more defending vs the 0 success attack in msg #48 - you'll need to use 1 or loose it as your pool can't hold more than 3
- once you've decided what to do with that extra Momentum, then you resolve the Test to defend against the Slaver that got 1 success - you'll have a max of 3 Momentum in your pool to use to help resolve
- repeat for each Test you make
What could you do if you've got more Momentum than you can store between Tests? Take your pick:
MOMENTUM SPEND | EFFECT |
---|
Additional Movement | Spend 1 Momentum to move an additional range between the character and a target if not hindered or blocked by another character or obstacle. Spend 3 Momentum to move an additional range between you and a target, ignoring any obstacles (characters in your way can still attempt to stop you). |
---|
Counterstrike | Spend 3 Momentum after defending in an opposed test to immediately take a Conflict action against the other character in an opposed test. You cannot Counterstrike a Counterstrike. |
---|
Create Obstacle | For each 2 Momentum spent, increase difficulty of another character’s action by 1. Cannot increase difficulty more than 3 steps. |
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Create Opportunity | For each Momentum spend, roll an additional d20 for test. You must spend Momentum before you roll. |
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Dispatch a Minion | Every extra point of Momentum spent when fighting minions will dispatch an additional minion. |
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Increase Quality of Success | Make effect of success more dramatic or useful. Cost often varies with type and amount increase. |
---|
Increase Scope of Success | Make effect of success affect more characters or a wider area. Cost often varies depending on how much the scope increases. |
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Obtain Information | Spend 1 Momentum to ask 1 simple question about a character, situation, or scene. Narrator must answer truthfully. |
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Reduce Time Required | Reduce normal time needed to accomplish a task. Cost varies based on circumstances and length of time reduced. |
---|
Roll Extra Damage | After succeeding on an attack, but before you roll for damage, you can spend Momentum to roll extra combat dice. Each point of Momentum spent provides 1 bonus combat dice. |
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Send Their Weapon Flying | Three points of Momentum can send an enemy’s weapon flying to where an ally might get it. Two points might knock it to your enemy’s feet. |
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We normally focus on Create Opportunity or Roll Extra Damage but those other choices could be useful with some imagination.
But maybe sometimes you just let that extra Momentum fade. No big deal.
Recall that you loose 1 point from your pool at the end of every turn, so you'll have a max of 2 at start of next turn
This message was last edited by the GM at 02:04, Wed 09 Dec 2020.