MORALE and LOYALTY ------------------ * When creating a monster/enemy combatants, roll for morale(2D6) or assign a morale score for the creature or group. The higher the morale score, the better the morale. A score of 6-8 is average. A score of 2 means that the monster/group will not fight. A score of 12 means that it/they will fight to the death without checking morale. * Some typical morale ratings would be: Peasant Militia/Goblins 6 Barbarian Horde 7 Men-at-Arms/Viking Raiders Hobgoblins 8 Elves/Gnolls/Elite Troops 9 Dervishes/Berserkers/ Orks in their lair 12 Skeletons/Zombies N/A * In general, morale should be checked whenever a highly dangerous or un- nerving situation arises, when a monster is seriously wounded(if only 1 monster), when 1/2 the monsters/combatants have been slain or incapaci- tated, when their commander is killed or captured, when charged by over- whelming forces, and the like. Monsters/combatants that successfully make their morale check twice will fight to the death. NOTE that higher level Fighter-types may trigger morale checks before combat has even begun or when they charge. * Morale is checked by rolling 2D6 and comparing it to the original morale score. If the result is greater than the original score, the monster(s) will try to withdraw, flee, or surrender. * Morale can be changed by situations(unless the Morale Score is 2 or 12). Adjustments to morale may be permanent or temporary. For instance, if the monsters are losing/winning the battle, their morale score may be tempor- arily lowered by -1/raised by +1. A maximum of +2/-2 is recommended. ------------------------------ * PC RETAINERS will also have a Morale Score when they are first hired/created. This score may be raised or lowered based on the level/charisma of their employer, treatment, rewards by the employer, belief in the cause of their employer, etc. They do not need to check morale in combat unless the danger is greater than might reasonably be expected. Fanatical retainers will not check morale. Monsters can be lured into service if they are of the same basic alignment as the player-character, or they can be Charmed and thus ordered to serve. Note, however, that the term "monster" includes men found in the dungeons, so in this way some high-level characters can be brought into a character's service, charisma allowing, or through a Charm spell. Some reward must be offered to a monster in order to induce it into service (not just sparing its life, for example). The monster will react, with appropriate plusses or minuses, according to the offer, the referee rolling two six-sided dice and adjusting for charisma: Dice Score Reaction ------------------- 2 Attempts to attack 3-5 Hostile reaction 6-8 Uncertain 9-11 Accepts offer 12 Enthusiastic, Loyalty +3 An "Uncertain" reaction leaves the door open to additional reward offers, but scores under 6 do not. * Capture of Non-Player Monsters: Morale dice can cause a man or intelligent monster to attempt to surrender or become subdued. When this happens an offer of service can be made (assuming that communication is possible) as outlined above. Subdued monsters will obey for a time without need to check their reactions * LOYALTY of Non-Player Characters (Including Monsters): Men, dwarves and elves will serve as retainers with relative loyalty so long they receive their pay regularly, are treated fairly, are not continually exposed to extra-hazardous duty, and receive bonuses when they are taking part in some dangerous venture. Judgement of this matter is perforce subjective on the part of the campaign referee, but there is a simple guideline: When one or more of such characters are taken into service a loyalty check is made by rolling three-six-sided dice. Adjustments are made for charisma and initial payments for service, and the loyalty of the character(s) noted by the referee. (The player will not have any knowledge of what it is without some method of reading minds.) Loyalty Score -------------------- 3 or less Will desert at first opportunity 4-6 -2 on morale dice 7-8 -1 on morale dice 9-12 Average on morale dice 13-14 +1 on morale dice 15-18 +2 on morale dice 19 and above Need never check morale * Non-player characters and men-at-arms will have to make morale checks whenever a highly dangerous or unnerving situation arises. Poor morale will mean that those in question will not perform as expected. Periodic re-checks of loyalty should be made. Length of service, rewards, etc. will bring additional plusses. Poor treatment will confer penalties.