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| game_mechanics:morale [2026/06/30 15:50] – [Morale] ms_ash | game_mechanics:morale [2026/07/28 09:59] (current) – [Morale] ms_wuntch |
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| ====== Morale ====== | ====== Morale ====== |
| [[:Game Mechanics:Morale]] is a Mechanic. [[: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 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.\\ |
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| [[: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 [Morale].\\ | [[: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#Elation]] |
| * [[:Game Mechanics:Morale#High Morale]] | * [[:Game Mechanics:Morale#High Morale]] |
| * [[:Game Mechanics:Morale#Nuetral]] | * [[:Game Mechanics:Morale#Neutral]] |
| * [[:Game Mechanics:Morale#Low Morale]] | * [[:Game Mechanics:Morale#Low Morale]] |
| * [[:Game Mechanics:Morale#Desperation]] | * [[:Game Mechanics:Morale#Desperation]] |
| * The loser of the [[:Game Mechanics:Test]], suffers [[:Game Mechanics:Morale#Low 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 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 [[:Game Mechanics:Upgrading Or Downgrading:Upgrade]] their [[:Game Mechanics:Morale#High Morale]] to [[:Game Mechanics:Morale#Elation]] instead. | 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].\\ |
| **Please Note**: [[:Game Mechanics:Morale#Desperation]] is rare, and commonly only inflicted by specific [[:Game Mechanics:Definitions:Ability|Abilities]] and [[:Characters]] who specialise in [[:Ratings:Swagger]] or [[:Ratings:Presence]]. | \\ |
| | **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.\\ |
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| | **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]].\\ |
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| [[: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.\\ | [[: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.\\ |
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| An instance of [[:Game Mechanics:Morale#Priority]] may be spent as a [[:Game Mechanics:Actions:Free Action]] to [[:Game Mechanics:Definitions:Rerolling|Reroll]] a pending [[:Game Mechanics:Definitions:Roll]].\\ | 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]].\\ |
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| 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 [Prestige] or [Leadership]. In addition, a [[:Game Mechanics:Definitions:Character]] may have no more than two instances of [[:Game Mechanics:Morale#Priority]] at a time. | 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. |
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| ===== High Morale ====== | ===== High Morale ====== |
| [[: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]].\\ | [[: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]].\\ |
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| In addition a [[:Game Mechanics:Definitions:Character]] gains a bonus D4 to all [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]] while they maintain [[:Game Mechanics:Morale#Elation]].\\ | 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]].\\ |
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| 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. | 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. |
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| ===== 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]] may choose to accept defeat in the face of their [[:Game Mechanics:Definitions:Enemy|Enemies]].\\ | [[: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.\\ |
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| When entering a state of [[:Game Mechanics:Morale#Desperation]], a group of [[:Game Mechanics:Definitions:Character|Characters]] can choose to accept defeat, this means until the end of the [[:Game Mechanics:Encounter]] they must suffer [[:Game Mechanics:Definitions:Appropriate]] consequences. These consequences will vary greatly depending on context, being taken prisoner by corpo mercenaries, letting your opposition get the best deal in a trade agreement or simply getting the crud beat out of you. Whatever the outcome, the consequences should be made clear before accepting defeat.\\ | 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]].\\ |
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| **Please Note**: In many scenarios where the [[:Game Mechanics:Definitions:Enemy]] are ferocious [Beasts] or mad [Spirits], accepting defeat will almost always result in [[:Game Mechanics:Conditions:Death]] for all [[:Game Mechanics:Definitions:Character|Characters]]. \\ | |
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| Alternatively, a group of [[:Game Mechanics:Definitions:Character|Characters]] can choose to fight on while under the effects of [[:Game Mechanics:Morale#Desperation]] | |
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| 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.\\ | |
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| **Please Note**: There are no inherent negatives to [[:Game Mechanics:Morale#Desperation]], other than your [[:Game Mechanics:Definitions:Enemy|Enemies]] now having the effects of [[:Game Mechanics:Morale#Elation]]. | 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.\\ |
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| ===== Neutral ====== | ===== Neutral ====== |