WDH Narrative Currency Rules

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Let's get one thing out of the way: Momentum and Tension do not exist diegetically.
These are narrative meta-currencies to represent the ebb and flow of story: Heroic setbacks fill the momentum pool so that to act at their greatest and show off their tricks, the PC's have had a bumpy road to get there.

Build Momentum By:

  • Taking a Consolation from a failed roll. If your roll is a Dramatic Failure, then you will receive two Momentum. Once per session, you may voluntarily turn a failed roll into a Dramatic Failure for this benefit.
  • Failing a roll in which you have a Specialty
  • Experiencing complications from Conditions.



Spend Momentum To:

  • Activate your Knacks.
  • Add a single die to your roll or someone else's. While you can only add one die, everyone at the table can contribute one as well. If this aligns with one of your Virtues (or, as an Heir, your Cipher or Defection) this gives a bonus die.
  • Perform a Feat of Scale that uses one of your Keywords rather than a full Mythic Title. This costs two Momentum and one Legend
  • Receive an extra Interval on an Extended Roll, buying yourself more time to accomplish something.


Spending more than half the Momentum pool in a session gives a bonus XP to everyone

Meanwhile, Tension represents dirty tricks and villainous luck and determination, and is filled by the parts of the story where the other shoe feels about to drop.
Tension Builds When:

  • A PC overcomes a condition.
  • A PC suffers a Failure Deed of one of their Callings.



NPC's Can Spend Tension To:

  • Power their own Knacks and Abilities.
  • Escape.
  • Perform extra actions.
  • Upgrade their tier.