A series of frustrating misses turn into a critical blow. Repeated fumbles while opening a lock turn into a nick-of-time success. Falling under a curse only to break free at the last moment.
Heroes are expected to fail occasionally. But it can get frustrating when heroes repeatedly fail at tasks they should normally succeed in, especially when they have invested time, resources and experience in specializing in a particular field. Eventually, things should work out in the heroes' favour.
Each time you fail a d20 roll during a Scene, your Momentum value increases by 1 (up to a maximum of 5). You add a specific bonus die to your next d20 roll based on your current Momentum. Combine the result of the d20 and the bonus die to determine your final check result.
At a momentum of 1, the next time you roll a d20, you add on a d4 to that roll. Combine the result of both dice to determine your die roll for the purpose of the check.
Momentum 1 (1 Failure): Add +1d4 to your next d20 roll.
Momentum 2 (2 Failures): Add +1d6 to your next d20 roll.
Momentum 3 (3 Failures): Add +1d8 to your next d20 roll.
Momentum 4 (4 Failures): Add +1d10 to your next d20 roll.
Momentum 5 (5+ Failures): Add +1d12 to your next d20 roll.
If you fail a check while at Momentum 5, your Momentum remains capped at 5.
If you succeed on any skill check or attack roll while you have Momentum, your Momentum immediately resets to 0.
Your momentum lasts until the end of the scene. If the scene ends and you still have momentum, it immediately resets to 0.
Note: A GM may rule that checks that are completely inconsequential or literally impossible do not generate Momentum. You cannot repeatedly try and fail to jump over a skyscraper just to build up a d12 bonus to use in an upcoming sniper duel.