====== Morale ====== [[:Game Mechanics:Morale]] is a Mechanic and type of [Test]. [[:Game Mechanics:Morale]] is used to determine who in a fight, be it physical or social, has the upper hand. It can be used to grant signific bonuses, or even avoid certain [Situations] entirely. [[:Game Mechanics:Morale]] allows the [[:Game Mechanics:Definitions:Player|Players]] to engage with parts of the game with great detail, and avoid others, preferring narrative outcomes instead.\\ \\ [[:Game Mechanics:Morale]] is determined at the start of an [[:Game Mechanics:Encounter]] by performing an opposed [[:Ratings:Swagger]] or [[:Ratings:Presence]] [[:Game Mechanics:Test]]. There is five levels of [[:Game Mechanics:Morale]].\\ * [[:Game Mechanics:Morale#Elation]] * [[:Game Mechanics:Morale#High Morale]] * [[:Game Mechanics:Morale#Neutral]] * [[:Game Mechanics:Morale#Low Morale]] * [[:Game Mechanics:Morale#Desperation]] \\ **Please Note**: See [[:Ratings:Swagger]] or [[:Ratings:Presence]] for details on how to perform a [[:Ratings:Swagger]] or [[:Ratings:Presence]] [[:Game Mechanics:Test]].\\ \\ Your level of [[:Game Mechanics:Morale]] is determined by how well or poorly you do against your [[:Game Mechanics:Definitions:Enemy|Enemies]] in this [[:Game Mechanics:Test]].\\ * The winner of the [[:Game Mechanics:Test]], achieves [[:Game Mechanics:Morale#High Morale]]. * The loser of the [[:Game Mechanics:Test]], suffers [[:Game Mechanics:Morale#Low Morale]]. * If both parties tie, then both parties remain at [[:Game Mechanics:Morale#Neutral]]. If a party doubles the [[:Game Mechanics:Definitions:Enemy|Enemy's]] [[:Game Mechanics:Dice Pool:Total]], then they can achieve [Automatic Success] or [[:Game Mechanics:Upgrading Or Downgrading:Upgrade]] their [[:Game Mechanics:Morale#High Morale]] to [[:Game Mechanics:Morale#Elation]] instead. The [Players] should discuss what feels the most [Appropriate] for the [Situation].\\ \\ **For Example**: If the [[:Game Mechanics:Definitions:Cast Member|Cast]] is surrounded by a hostile fleet, [Automatic Success] for the fleet might look like taking the [[:Game Mechanics:Definitions:Cast Member|Cast]] captive to sell for a bounty, leading to another adventure. Similarly, if the party is being mugged by a few low-life gangers, far below their pay grade, [Automatic Success] could have the party intimidate the gangers, having them run away in fear... or the [[:Game Mechanics:Definitions:Cast Member|Cast]] might be keen for a fight, so they choose to upgrade their [[:Game Mechanics:Morale#High Morale]] to [[:Game Mechanics:Morale#Elation]] and fight it out, either with words or guns.\\ \\ **Please Note**: [[:Game Mechanics:Morale#Desperation]] is rare, and commonly only inflicted by specific [[:Game Mechanics:Definitions:Ability|Abilities]] and [[:Character|Characters]] who specialise in [[:Ratings:Swagger]] or [[:Ratings:Presence]].\\ ===== Priority ===== [[:Game Mechanics:Morale#Priority]] is a mechanical term. It is the edge in a fight gained when a group of [[:Game Mechanics:Definitions:Character|Characters]] are feeling themselves, like they could take on anyone or anything.\\ \\ An instance of [[:Game Mechanics:Morale#Priority]] may be spent instead of a [[:Ratings:Grit Points|GP]] when performing the [[:Basic Abilities:Lucky Break]] [[:Game Mechanics:Definitions:Ability]].\\ \\ A [[:Game Mechanics:Definitions:Character]] gains [[:Game Mechanics:Morale#Priority]] when achieving [[:Game Mechanics:Morale#High Morale]], [[:Game Mechanics:Morale#Elation]] or through [[:Game Mechanics:Definitions:Ability|Abilities]], such as those found in the [Prestige] or [Leadership] [Masteries]. However, a [[:Game Mechanics:Definitions:Character]] may only have a single instance of [[:Game Mechanics:Morale#Priority]] at a time. ===== High Morale ====== [[:Game Mechanics:Morale#High Morale]] is a mechanical term. A [[:Game Mechanics:Definitions:Character]] that has achieved [[:Game Mechanics:Morale#High Morale]] gains an instance of [[:Game Mechanics:Morale#Priority]] until the end of the [[:Game Mechanics:Encounter]].\\ \\ A [[:Game Mechanics:Definitions:Character]] maintains [[:Game Mechanics:Morale#High Morale]] until the end of the [[:Game Mechanics:Encounter]], or it is [[:Game Mechanics:Upgrading or Downgrading:Upgrade|Upgraded]] or [[:Game Mechanics:Upgrading or Downgrading:Downgrade|Downgraded]] by an effect. ===== Elation ====== [[:Game Mechanics:Morale#Elation]] is a state of [[:Game Mechanics:Morale]]. A [[:Game Mechanics:Definitions:Character]] that has achieved [[:Game Mechanics:Morale#Elation]] gains an instance of [[:Game Mechanics:Morale#Priority]] until the end of the [[:Game Mechanics:Encounter]].\\ \\ In addition a [[:Game Mechanics:Definitions:Character]] gains a D4 [[:Game Mechanics:Bonus Die]] to all [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]] while they maintain [[:Game Mechanics:Morale#Elation]].\\ \\ A [[:Game Mechanics:Definitions:Character]] maintains [[:Game Mechanics:Morale#Elation]] until the end of the [[:Game Mechanics:Encounter]], or it is [[:Game Mechanics:Upgrading or Downgrading:Downgrade|Downgraded]] by an effect. ===== Low Morale ====== [[:Game Mechanics:Morale#Low Morale]] is a state of [[:Game Mechanics:Morale]]. A [[:Game Mechanics:Definitions:Character]] that has suffered [[:Game Mechanics:Morale#Low Morale]] gains no bonus or ill effect.\\ \\ A [[:Game Mechanics:Definitions:Character]] maintains [[:Game Mechanics:Morale#Low Morale]] until the end of the [[:Game Mechanics:Encounter]], or it is [[:Game Mechanics:Upgrading or Downgrading:Upgrade|Upgraded]] or [[:Game Mechanics:Upgrading or Downgrading:Downgrade|Downgraded]] by an effect.\\ \\ **Please Note**: There are no inherent negatives to [[:Game Mechanics:Morale#Low Morale]], other than your [[:Game Mechanics:Definitions:Enemy|Enemies]] now having [[:Game Mechanics:Morale#Priority]] and that you are in a precarious position should they [[:Game Mechanics:Upgrading or Downgrading:Downgrade]] your [[:Game Mechanics:Morale#Low Morale]] to [[:Game Mechanics:Morale#Desperation]]. ===== Desperation ====== [[:Game Mechanics:Morale#Desperation]] is a state of [[:Game Mechanics:Morale]]. A [[:Game Mechanics:Definitions:Character]] that has suffered [[:Game Mechanics:Morale#Desperation]] are at a critically low level of [[:Game Mechanics:Morale]] and could break any moment.\\ \\ A [[:Character]] suffers the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] to all [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] and [[:Game Mechanics:Save|Saves]] while they maintain [[:Game Mechanics:Morale#Desperation]].\\ \\ In addition, a [[:Game Mechanics:Definitions:Character]] maintains [[:Game Mechanics:Morale#Desperation]] until the end of the [[:Game Mechanics:Encounter]], or it is [[:Game Mechanics:Upgrading or Downgrading:Upgrade|Upgraded]] by an effect.\\ ===== Neutral ====== [[:Game Mechanics:Morale#Neutral]] is a state of [[:Game Mechanics:Morale]]. [Characters] are always in a state of [[:Game Mechanics:Morale#Neutral]] [[:Game Mechanics:Morale]] until altered by a [[:Game Mechanics:Test]] or [[:Game Mechanics:Definitions:Ability]]. [[:Game Mechanics:Definitions:Character|Characters]] return to a state of [[:Game Mechanics:Morale#Neutral]] [[:Game Mechanics:Morale]] at the end of any [[:Game Mechanics:Encounter]]. ==== Changelog ==== Version 0.5c - Jun 2026 * Page created.