### 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.