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===Morale Rolls Summary and Execution=== At this point I’ve collected a maximum morale penalty of -7 and a maximum bonus of infinity, but more likely numbers will not exceed +7. This does not include the influence of personality (immediately above). If morale modifiers at set at 0, assume a bit of attrition. This is post-apocalyptic Wisconsin, so on average we will be losing people, not adding to population. You will actually need a +1 to morale to maintain your farmsteads’ numbers (on average). Otherwise you’ll see people leave for better pastures. Whenever you have a friendly interaction with an NPC you may invite them to join your farmstead – often for in-character reasons. You will roll a morale check and upon success they will be willing to join you. Every month I will also have checks to see if anyone working with you leaves. They will get the modifier for everything in the place they are at, plus the interpersonal modifier for whichever PC is leading them. This sort of encourages you to have one or two charismatic personalities leading your group(s) and then you can min/max anyone else. I’d ask you restrain your interpersonal modifiers to +3 for one character, +2 for another, and -2 for the third, with an average of +1-ish so we can have a realistic portrayal. Do you really want to portray the building of a religious-like utopia in the post-apocalyptic survivalist world you asked for? I’ll make the DC 8, although conditional modifiers will apply. As per all Ringmail rolls, it’s 3D20: ====“Stay with you” roll==== *3 Successes – Everyone stays and at least 1 person who might be a nameless becomes named (from an NPC-ally to a playable PC). *2 Successes – Anyone with active conflict leaves if they can (ie not in winter if they don’t have a shelter to go to). No one else goes. *1 Success – Attrition; you will lose 5% of bodies. This may mean not losing anyone. If it’s winter they won’t leave until the spring (when it’s warm enough to travel). I’ll keep track of who’s leaving during the winter and it’ll get announced when they leave. *0 Successes – You will lose a considerable number of bodies – 20% or more. Up to 5% will leave immediately even if it’s in winter. ====“Join you” roll==== *3 Successes – Willing to join and move in with you. *2 Successes – Willing to join conditionally (if I can bring my family, if I can have a certain degree of independence, etc.) – specifics depend on the NPC. *1 Success – Willing to “consider it” or join you for a short while if travelling in the same direction, etc. But nor permanently. Allows a reroll if you meet with them at a later time. *0 Successes – Not willing to join, -2 to future attempts to convince them to join you.
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