Momentum

Momentum is the reward for daring actions, the resource spent to augment rolls, and the currency used to advance down a Path.

Earning Momentum
At any point during the game, the GM can dispense Momentum to individual players, usually 1 point at a time. Clever problem solving, hilarious jokes, dramatic roleplay, and creative combat actions are just some of the behaviors that a GM can encourage through Momentum rewards. Players are allowed to argue that something they did deserves Momentum, and GMs are expected to be generous within reason.

You also gain Momentum at the end of a Scene in fixed amounts. The difficulty or significance of the event to the campaign determines the size of the reward."3 - Normal""4 - Difficult""5 - Heroic""6+ - Story Climax"

Spending Momentum on Die Rolls
Any time you roll a d20, you may spend any amount of Momentum you like. Spending Momentum in this way signifies a significant moment in your character’s story. Before making the roll, declare how many Momentum you would like to spend. Then, describe the flourish or the dramatic importance of the action. You may have a wisecrack, or you may just describe the desperate way in which this strike or action is significant.

For each point spent on the roll, roll an additional d6 and add to the result.

If you spend Momentum and still fail the roll, it becomes a Momentous Failure and dramatic consequences follow, decided by the GM.

You may lose hold of your weapon, the floor could open underneath you, or the monster that has bitten you may accidentally swallow you.

Using Momentum to Advance
Players May spend 30 Momentum to advance a Step down a Path. When they do, they add the Step HP value to their Maximum Hit Points and gain all of the Abilities and Features of that Step.