Cool (Presence)
Staying calm and maintaining composure, outwaiting
an opponent, generally being cool: these exemplify
things your character does with the Cool skill. Cool is
something of a defensive skill in nature, since it most
often comes up as the skill your character uses to resist
attempts to sway or affect them. Cool also represents
how your character appears to other people. If your
character doesn’t want to show that something affected
them, they would use the Cool skill to keep their emotions
invisible.
Even though Cool isn’t a social skill, it is often used in
social encounters. If you want to make a character who
is particularly effective in social encounters, you may
want to invest in Cool.
Your character should use this skill if…
• Your character begins laying a trap, staging an
ambush, or otherwise setting up a combat encounter
in which your character initiates the combat
and has to judge the right time to do so.
• Your character needs to stay calm and unaffected
when being flattered or charmed by someone.
• Your character needs to refrain from saying or
doing something foolish during a tense situation.
• Your character needs to keep their nerve in a tense
situation, such as when piloting one of two vehicles
headed toward each other at high speed.
• Your character plays a card game or other game of
chance in which bluffing, luck, and gambling are
all intertwined.
Your character should not use this skill if…
• Your character tries to prevent being surprised. The
Vigilance skill would work better in that situation.
• Your character tries to maintain inner self-control,
such as when meditating or resisting the effects of
fear. When your character is concerned with inner
composure, they should use the Discipline skill.
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