Description
Cool represents a character's ability to stay level-headed and composed under pressure — reading a tense room, keeping their nerve in a stand-off, or thinking clearly when things go sideways.
Common Uses
- Determining Initiative in tense, non-combat situations (negotiations, stand-offs, sabotage)
- Staying calm and functional during a crisis
- Noticing subtle social cues in a high-stakes situation
- Bluffing your way through a tense encounter without panicking
Notes
Cool and Vigilance are the two Initiative skills — Cool for tense social/skulking scenes, Vigilance for outright combat.