Morale

Morale is a Mechanic and type of [Test]. 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. Morale allows the Players to engage with parts of the game with great detail, and avoid others, preferring narrative outcomes instead.

Morale is determined at the start of an Encounter by performing an opposed Swagger or Presence Test. There is five levels of Morale.


Please Note: See Swagger or Presence for details on how to perform a Swagger or Presence Test.

Your level of Morale is determined by how well or poorly you do against your Enemies in this Test.

If a party doubles the Enemy's Total, then they can achieve [Automatic Success] or Upgrade their High Morale to Elation instead. The [Players] should discuss what feels the most [Appropriate] for the [Situation].

For Example: If the Cast is surrounded by a hostile fleet, [Automatic Success] for the fleet might look like taking the 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 Cast might be keen for a fight, so they choose to upgrade their High Morale to Elation and fight it out, either with words or guns.

Please Note: Desperation is rare, and commonly only inflicted by specific Abilities and Characters who specialise in Swagger or Presence.

Priority

Priority is a mechanical term. It is the edge in a fight gained when a group of Characters are feeling themselves, like they could take on anyone or anything.

An instance of Priority may be spent instead of a GP when performing the Lucky Break Ability.

A Character gains Priority when achieving High Morale, Elation or through Abilities, such as those found in the [Prestige] or [Leadership] [Masteries]. However, a Character may only have a single instance of Priority at a time.

High Morale

High Morale is a mechanical term. A Character that has achieved High Morale gains an instance of Priority until the end of the Encounter.

A Character maintains High Morale until the end of the Encounter, or it is Upgraded or Downgraded by an effect.

Elation

Elation is a state of Morale. A Character that has achieved Elation gains an instance of Priority until the end of the Encounter.

In addition a Character gains a D4 Bonus Die to all Checks, Attacks or Saves while they maintain Elation.

A Character maintains Elation until the end of the Encounter, or it is Downgraded by an effect.

Low Morale

Low Morale is a state of Morale. A Character that has suffered Low Morale gains no bonus or ill effect.

A Character maintains Low Morale until the end of the Encounter, or it is Upgraded or Downgraded by an effect.

Please Note: There are no inherent negatives to Low Morale, other than your Enemies now having Priority and that you are in a precarious position should they Downgrade your Low Morale to Desperation.

Desperation

Desperation is a state of Morale. A Character that has suffered Desperation are at a critically low level of Morale and could break any moment.

A Character suffers the Disadvantage Property to all Checks, Attacks and Saves while they maintain Desperation.

In addition, a Character maintains Desperation until the end of the Encounter, or it is Upgraded by an effect.

Neutral

Neutral is a state of Morale. [Characters] are always in a state of Neutral Morale until altered by a Test or Ability. Characters return to a state of Neutral Morale at the end of any Encounter.

Changelog

Version 0.5c - Jun 2026

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