And yet it does!There are four options that can occur when you hesitate, although off-hand the only ones I remember are "stand and drool" and "run away screaming." I don't think it says who gets to decide what happens.
In Burning Wheel, certain actions - as set out in the rules for Steel - permit the GM to call for a Steel test, if the general conditions for rolling the dice are met. On a failed test, the player chooses a hesitation reaction, one of which is "stand and drool" - ie the PC falters or hesitates.
A failed Steel test causes hesitation. From Revised p 121-2:
Steel is an attribute that represents the character's nerves. It is tested when the character is startled or shocked. The results of the test then tell us whether the character flinches, or whether he steels his nerves and carries on.
When a Steel test is failed, the player loses control of the character momentarily - just as the character loses control of his faculties. The player chooses how the character loses it, but after that the character is out of action for a few in-game seconds as he freaks out. . . .
When a player fails to get a number of successes equal to his hesitation, he's failed the Steel test. When this happens, the character stops what he is doing and loses it for a moment - for as many heartbeats as the margin of failure.
The player has four default options for hesitation; various traits can add additional options.
And yet, on pp 124 of Revised:The intent of the Steel rule is that it acts like a fear/awe/sanity check in any other game. It's rolled when you are "confronted with surprise, fear, pain, or wonderment." That's all it talks about until you look at the table of modifiers where murder is suddenly listed. And it's not even clear that it's talking about committing murder
Conditions for Steel Disadvantages
Being shot at +1 Ob
Being directly affected by magic +1 Ob
Witnessing a person killed +1 Ob
Small explosions +2 Ob
Committing murder +2 Ob
. . .
The increased obstacle is essentially increasing the character's hesitation. The more scary and frightening, the longer a character is likely to hesitate.
Being shot at +1 Ob
Being directly affected by magic +1 Ob
Witnessing a person killed +1 Ob
Small explosions +2 Ob
Committing murder +2 Ob
. . .
The increased obstacle is essentially increasing the character's hesitation. The more scary and frightening, the longer a character is likely to hesitate.
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