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