### Moral No sane person seeks death. Groups of enemies aren't idiots. If they see their leader and half their friends get mowed down, some enemies might be motivated to flee. **Moral is rolled in three circumstances: When the leader of a group dies; when half the group is killed; when the GM feels it is appropriate.** A moral check is done by performing a [[Normal]] [[RPG/RPG V1/Players Book/Attributes/Spiritual/Lucidity|Lucidity]] check. If the check is passed, the troops fight on, if the check is failed, the troops flee. If someone sees someone they know die during combat, they loose one point of [[RPG/RPG V1/Players Book/Attributes/Spiritual/Lucidity|Lucidity]]. If someone sees their friend die during combat, they loose two points of [[RPG/RPG V1/Players Book/Attributes/Spiritual/Lucidity|Lucidity]] If someone sees their leader die in front of them, they loose three points of [[RPG/RPG V1/Players Book/Attributes/Spiritual/Lucidity|Lucidity]]. | Event | Moral Cost | | ---------------------------------------- | ---------- | | Someone They Know Dies | -1 Lucidity | | A friend Dies | -2 Lucidity | | A leader dies | -3 Lucidity | | A family member or close friend Dies | -3 Lucidity | | First Time Killing Someone | -1 Lucidity | | Never Been in battle Before | -1 Lucidity | | Large Amount of Explosions | -1 Lucidity | | Outnumbered, Surrounded, and sure to die | -2 Lucidity | Both players and enemy suffer from Moral. See [[RPG/RPG V1/Players Book/Attributes/Spiritual/Lucidity|Lucidity]] for more information on how to regain lost Lucidity.