Momentum

Momentum is an aspect of gameplay in Star Trek: Adventures that allows players to improve their odds of rolling well enough to accomplish Tasks and achieve other benefits.

The GM's equivalent of Momentum is Threat.

Purchasing Additional Dice
A player may use Momentum to purchase additional dice and improve their odds of rolling enough Successes to succeed at the Task. A player may purchase up to 3 additional dice using Momentum to roll a total of 5. Each dice costs one additional point of Momentum. For example, +1D20 costs 1 Momentum. +2D20 costs 3 Momentum (1+2), and +3D20 costs 6 Momentum (1+2+3).

Avoiding an Injury
If a character suffers an injury in combat, the player may spend two Momentum to avoid that injury. But this may only be done once per scene. If the same character suffers a second injury in the scene, they cannot use Momentum to avoid the injury a second time.

Boosting Success Effects
For certain actions, Momentum can be used to add to the amount of returns from a successful task roll. Some examples include:
 * When rerouting power on a ship, additional points of power can be purchased with one point of Momentum per point of power.
 * Certain qualities of weapons and other equipment can be extended by spending Momentum, such as additional points of damage or ignoring points of Resistance.
 * On extended tasks and under certain cases, Momentum can be spent to do additional points of Work.

Limitations
According to the standard Star Trek: Adventures rules, players may only have up to 6 Momentum at any one time. The Star Trek: Tempest campaign uses a house rule that raises that limit to 8.

At the start of each mission, players start with 2 points of Momentum per player.

Every time there is a scene change within a mission/session, the players lose 1 point of Momentum.