Cool - Keep Your Cool
When facing a stressful situation, even a highly skilled
character can lose their cool. Scenes such as navigating a rocky coast, going through a burning building, or
acting before a timed explosive detonates are all situations
in which stress can make a character lose their cool and
perform worse than what are expected of them.
The GM should call for a Cool check when a character
is facing a stressful situation. A character should
only roll once for the entire scene unless the situation
gets even more stressful.
Many situations are stressful yet do not require
checks. After all, every time you make a check, your
character has a possibility of failure and to some extent,
that could be stressing them out. Yet, you do not want to
slow down the game each time a character has to make
a check so they would have to make a Cool check prior
to it. Combat situations, unless there are some specific
circumstances, should not require a Cool check even
though being engaged in a shoot-out is a stressful situation.
Same goes for making that jump over a chasm or
sneaking past the guards. The GM should only call for
a Cool check when additional stressors are present. For
example, trying to pick a lock to open a door would not
require a Cool check. But if your character is stuck in
a room rapidly filling with water and the only way out
is unlocking that door, the GM should call for a Cool
check before your attempt.
Depending on the situation, some characters might
not need to roll or have the difficulty decreased as
per their background and personality. For example, a
trained sapper should not face the same difficulty for
disarming a bomb than an untrained person trying to recall
instructions they received earlier that day on how to disarm that same bomb.
Cool vs. Fear
Succumbing to stress is similar to succumbing to
fear: the character will lose their nerve. They might
even let their base instincts dictate a specific course
of action.
Even though both fear and stress can inflict debilitating
penalties, they have a different trigger.
When a character is facing a stressful situation in
which they are still in control, it calls for a Cool
check, even if the situation is life-threatening.
Disabling an explosive is a great example as the character
is still in charge and it is up to them to manipulate
the device the right way to disarm it.
On the other hand, finding yourself surrounded by
sharks while swimming calls for a fear check. The
situation is life threatening and the character has
no control over the sharks' presence.
Example of Keep Your Cool
Heidi and Elysha are soldiers fighting in an
ongoing war. Since everything started, they always
looked to each other and saved each other's lives
multiple times. Today they are being sent to a ruined
portion of a conquered city to fix arcane cabling so the arcane nodes can be reestablished.
The two cautiously dash from cover to cover even
though there is no sign of immediate danger. Heidi is
leading while Elysha runs behind her.
At some point, as they were moving between cover,
they hear a gunshot. Heidi's instinct has her jump
behind the cover. She turns to look at Elysha right
behind him but is faced with a grim sight. The alvain
is lying on the floor, her eyes closed
and Heidi can see blood flooding out from the
woman's neck.
The GM calls for a Cool check. The reasons behind
is that the apparnet death of her companion adds an element of
stress to an already tense situation. Heidi is suddenly
alone and pinned down. Yet, she is still in full control.
She could theoretically take time to cope with
what just happen while standing safe behind cover,
and then engage the enemy. This justifies calling for
a Cool check rather than a fear check.
Elysha being one of Heidi's close friends, the GM sets
the difficulty at Hard (ddd). Heidi has the Failure
motivation. Both women have taken an unspoken oath between
themselves to look out for each other and never let
the other down. Even though she did not pull the
trigger, Heidi feels like she failed her friend. Therefore,
the GM upgrades the check once.
The roll generates faad. Since the roll failed,
the GM says that Heidi is in shock and will simply
stay behind cover, staggered. Heidi's player suggests
that she could spend a to have her character spot
the muzzle flash when the gunshot occurred and
thus could pinpoint the shooter. The GM agrees and
then suggests that instead of cowering behind cover,
Heidi might be struck by a sudden compulsion to
avenge her fallen comrade, and will counterattack
even though distance is not on her side. Heidi's player
spends the remaining a to have her character have
a moment of focus while trying to fight back, adding
b to the check. Finally, the GM spends the d
to have Heidi move out of cover as she stands up and
walks toward the sniper, as her compulsion to avenge
her sister-in-arms surpasses her sense of self preservation.
Remove these ads. Join the Worldbuilders Guild
Comments