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game_mechanics:morale [2026/06/30 16:01] – [Morale] ms_ashgame_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]]
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 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].\\ 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].\\
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-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 word or guns.+**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]].\\ **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#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 defeatthis 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]].   \\ +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.\\
-\\ +
-Alternatively, a group of [[:Game Mechanics:Definitions:Character|Characters]] can choose to fight on while under the effects of [[:Game Mechanics:Morale#Desperation]] +
- +
-[[: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.\\ +
-\\ +
-**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]].+
  
 ===== Neutral ====== ===== Neutral ======