Files
DND/Players/AXIOM-07/MOMENTUM ENGINE.md

3.0 KiB

Max Momentum: 10
Momentum cannot go below 0 or above maximum.

Momentum State Effect
0 Broken Flow -1 to attack rolls, -3m movement, -2 Dodge, cannot use Burst or Jump
1-2 Unstable Flow -1 to attack rolls, -1 Dodge
3-5 Stable Flow +3m movement
6-8 High Flow +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.
9 Critical Flow +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.

Gain one extra mantra-only Bonus Action this turn
10 Maximum Flow +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.

Gain one extra mantra-only Action and one extra mantra-only Bonus Action this turn

Maximum Flow

At 10 Momentum:

  • Extra actions cannot be used for weapon attacks, item use, Dash, Disengage, Hide, grapples, shoves, or module attacks.
  • The Mantras still pay all Ether, Momentum, condition, and cooldown costs.
  • After using either extra action, immediately lose 3 Momentum.
  • If you use both extra actions in the same turn, lose 5 Momentum total instead.
  • You cannot regain Momentum again until the end of that turn.

Momentum Gain

  • Move 6m or more: +1
  • Successful Dodge: +1
  • Successful Parry: +1
  • Airborne hit: +1
  • Kill within 1 round of engagement: +2 Maximum +3 Momentum per round from all sources. Momentum gained from Parry/Dodge still requires spending the normal Reaction.

Momentum Loss

  • Do not move at least 3m during your turn: -1
  • Become Staggered: -2
  • Take damage: -1
  • Take Fire or Lightning damage: -2 instead
    • Fire and Lightning damage replace the normal damage Momentum loss; they do not stack with it.

Momentum Abilities

Jump - 1 Momentum

Double high-jump and long-jump distance.

Burst - 1 Momentum

Gain +3m movement speed for 1 turn.

  • Maximum twice per turn.
  • Cannot be used at 3 Momentum or less.
  • No action required.

Players/AXIOM-07/Upgrades/Momentum Engine