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When a check fails, instead of retreating or fleeing like an NPC or a monster, the PC incurs a temporary penalty to applicable stats. Here is a copy of the original Morale Check list from the Rules Cyclopedia, p. 103. I’ve numbered the entries for convenience:
1. At the Start of an Evasion: When a group tries to evade encounters, the DM rolls to see if the creatures give chase.
2.
During a Chase: Every five combat
rounds; success means that the creatures continue to give chase, and failure
means they break off the chase.
3.
In Combat: When the creature is first
hit, taking 1 or more hit points of damage.
4.
In Combat: When the creature is
reduced to one-quarter (or less) of its starting hit points.
5.
In Combat: When the first death (on
either side, PC or NPC/monster) takes place, the DM makes one morale roll for
the remaining creatures to see if they wish to continue.
6.
In Combat: When half of the creatures
are not free to act (because they are dead, asleep, controlled, etc.).
7.
In Combat: When the creature or NPC
is subjected to a weapon master's Despair effect (as described in Chapter 5).
8. At Any Time: When the creature or NPC is subjected to a magical item or spell that calls for a morale check. (Example: drums of panic, reverse gravity spell.)
Matching Effects on PCs
1.
Does not concern the PCs.
2.
Exhaustion: Make a Morale Check. If
it fails, −1 to Con; Duration 5 Rounds.
3.
Pain: Make a Morale Check. If it
fails, −1 to Str, Dex, and the next ML check; Duration 5 Rounds.
4.
Pain: Make a Morale Check. If it fails,
−1 to all stats and ML checks. Duration: the encounter’s end.
5.
Psyche: Make a Morale Check: If it fails,
−1 to Wis, Int, and Cha; Duration 5 Rounds.
6.
Psyche: As above. Duration: Until the
situation no longer applies.
7.
Psyche: As above. Duration: Until the
Despair effect no longer applies.
8.
DM’s call (magical effect may be
related to Exhaustion, Pain, or Psyche).
Base Scores: This assumes the DM has allocated ML scores to the PCs’ character classes. ML scores increase with the PCs’ experience levels. It would be truly cruel to give 1st-level PCs ML scores of 3. It’s bad enough being a 1st-level vict… uh, hero. So, let’s start with a base score of 6. Adjust +/−1 for minor personality traits. A Paladin-like hero gets a +2; a berserker-like character enjoys a solid 12 and never cares about any of this nonsense (no modifiers for berserkers, of course).
Level Base Scores
1-3 6
5-6 7
7-9 8
10-14 9
15-20 10
21-27 11
28-36 12
(max.)
Certain spells and intense emotions (hatred, anger, a sworn enemy, exalted faith, etc.) may provide bonuses during encounters. A Bless spell, for example, ought to give a +1 bonus to ML Checks. Other adjustments are possible, like −1 for being sick, starving, cold, parched in a hot desert, lost in a jungle, etc. Give it a try. See how that works.