Neex Clarification about rule under Spending Momentum

Hi all. On Page 151 of the Core Book, under ‘Spending Momentum’, it reads, “Unless otherwise stated, each use of Momentum…can only be used once on any single skill test.” Can I get clarification on this? Does it mean I can only use one kind of momentum spend per roll, (Like once I spend for extra dice on a roll I cant then use extra momentum generated to obtain more infirmation), or that once I decide the amount of dice Im buying on that spend ( 1 extra die instead of 2 or 3) I cant add more?

You’re ok in that regard as the rule is more about what you apply to the roll.
So you can use Momentum to do one type of thing to help you succeed, but after the roll is complete you are free to spend momentum, such as to gather information.

There are 2 very common things to spend momentum on when resolving a task after the test is declared and before rolling:

  • Extra Dice
  • “revealing” An Asset

For example, you don’t have a character-level weapon asset. You can create a rank 0 weapon asset before resolving the roll, narrating you’re pulling out a belt knife or picking up a bottle or hefty stick. That knife would need 2 more to be used in the next scene, but until disarmed, it gets you through this one. It’s not going to create a greatsword out of thin air…

Or, for an evasion, defining that there’s a crowd gathering to disappear into.

Or, if the NPC you want isn’t in scene, but has factors who are, popping your baron’s letter of introduction into existence so as to allow the roll to be getting to the NPC sought instead of

as a GM, I basically treat it as the “No Gotcha’s” provision.

After rolling, you get to create traits and assets outside the roll.
It’s about the timing. It’s also usually irrelevant, as the Momentum pool at time of rolling is max 6.

It’s usually better to have the extra dice, but sometimes a trait or asset can be more valuable.

One of my players loved to create an “Adrenaline Rush” trait at the start of combats…