The following is adapted from material written by Erik Growen for his now-defunct (and sadly not-mirrored-by-the-Wayback-Machine) Geocities website. Full credit to him for coming up with the idea of adding Morale as an attribute, though I use a different method for determining the starting value (at Character Generation, as with other Major Attributes) and how Morale is gained/lost.
New Major Attribute:
Morale (MO) is a new Major Attribute that measures a character’s attitude, mental wellbeing, coolness under fire and discipline.
Characters with a high Morale will fight hard, stay alert and follow orders effectively. Characters with a low morale will lack discipline and focus, will retreat from battle more often, display signs of stress and mental fatigue.
To determine Morale for a character, roll percentile dice as for any other Major Attribute. If the character was “drafted”, subtract 10 from the result.
A character with Morale less than 30 is considered “4-F” and may be re-rolled, however this value does not count against the recommended 180-point Major Attribute total described in the original rules.
Like Strength, a character’s current Morale can temporarily fluctuate during play. Unlike Strength, it can rise above the base score as well as dropping below it. As with a character’s Strength, base Morale should never be erased.
The following is a list of circumstances that can alter a character’s current Morale, often depending on their Alignment. The MD should feel free to add to this list as they feel fair and fit.
|Caught in an Ambush situation||-10||-10||-10||-5||-5||-15||-5|
|Witness an ally’s death||-10||-10||-5||–||-5||–||–|
|Cause an ally’s death||-20||-15||-10||–||-10||–||–|
|Witness an innocent’s death||-15||-15||-5||–||-10||–||–|
|Cause an innocent’s death||-25||-20||-10||-5||-15||–||–|
|Witness a friend’s death||-15||-15||-10||-5||-10||–||–|
|Cause an friend’s death||-25||-25||-20||-5||-15||–||–|
|Kill an enemy||-10||–||–||+5||+10||–||+10|
|Burn a hamlet or village||-15||-10||–||–||–||–||+15|
|Save an ally from danger||+5||+10||+5||–||–||–||–|
|Save an innocent from danger||+10||+10||+5||–||–||–||–|
|Save a friend from danger||+5||+10||+10||–||+5||–||–|
|Get saved by someone else||–||–||–||–||-5||–||-5|
|On the “good” side of a Turkey Shoot||–||–||–||+5||+5||–||+10|
|Win a battle against a superior force||–||–||+5||+10||+15||+5||+5|
|Forced to retreat/abandon objective||–||-5||-5||-15||-20||–||-5|
|2+ consecutive missions, little rest||-10||-10||-10||-5||-5||-10||-10|
|2+ consecutive missions, no rest||-15||-15||-15||-10||-10||-15||-15|
|Kept awake all night||-5||-5||-5||-5||-5||-5||-5|
|Morale-boosting event (e.g. USO show)||+5||+5||+5||+5||+5||+5||+5|
|Just returned from R&R||+5||+5||+5||+5||+5||+5||+5|
|Get “entertained” by a Mama-San||+15||+10||+10||+5||+5||+15||+10|
|Abuse or torture an enemy or civilian||-50||-40||-30||–||-20||+10||+15|
|Forced to face Phobia (see “Phobias“)||-10||-10||-10||-10||-10||-10||-10|
|Take drugs or get drunk||Varies (see “Drugs“)|
|Receive important letter/package||Varies (see “Letters From Home”)|
|Eat a Favorite Meal (see “Chow Time“)||+5||+5||+5||+5||+5||+5||+5|
|Eat a Despised Meal (see “Chow Time“)||-5||-5||-5||-5||-5||-5||-5|
|Forced to eat rations cold (no fires)||-5||-5||-5||–||–||-5||-5|
|Just received a promotion (this month)||–||+5||+10||+5||+5||+10||–|
Alignment Key: PAC – Pacifist, IDE – Idealistic, OPP – Opportunist, RIG – Righteous, KAR – Karmic, MAL – Malignant, PSY – Psychotic.
Below are Erik Growen’s original post on Morale from his RECON fansite, which I based my own rules (above) on, for the sake of comparison and full transparency.