Difference between revisions of "Intimidate"

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In short: compel through fear. Street thugs and interrogators have one thing in common: an ability to cow others to do things.  Using [[Intimidate]] puts the ball in your court (whether or not you've actually ''got game'' or not).  This check doesn't necessarily mean a growl, scream, or overt display of power.  Sometimes a meaningful glance at the bloody weapon at your side is enough.  Those who you successfully cow are much, much more likely to do what you ask.  
 
In short: compel through fear. Street thugs and interrogators have one thing in common: an ability to cow others to do things.  Using [[Intimidate]] puts the ball in your court (whether or not you've actually ''got game'' or not).  This check doesn't necessarily mean a growl, scream, or overt display of power.  Sometimes a meaningful glance at the bloody weapon at your side is enough.  Those who you successfully cow are much, much more likely to do what you ask.  
  
You can use Intimidate during combat to instill a sense of fear into a single opponent, imposing −2 penalties on all rolls during combat. Performing such an action takes 4 [[AP]]. An opponent can only be intimidated in this manner once per encounter. [[Taunt]] and Intimidate are incompatible: you're either scaring a person, or you're provoking them, so the penalties do not stack.
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{{section|Scaring|}}
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You can use Intimidate during combat to instill a sense of fear into a single opponent. Make an Intimidate check opposed by the creature's [[Guts]] check. If your check is higher, the creature takes a −2 penalty on all rolls during the encounter. If the creature's check is a [[Critical Failure]], they flee the fight immediately. If you fail the check, you can retry at a cumulative −2 penalty each time.  
  
{{section|Scaring Animals|}}
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Intimidating another combatant takes 4 [[AP]]. A single opponent can only be intimidated in this manner once per encounter. You may intimidate any ''bestial'', ''elemental'', ''humanoid'', or ''legendary'' creature. Most ''bestial'' creatures will attempt to run from you regardless of a Critical Failure, but if they're backed into a corner or otherwise incapable of fleeing, the claws come out and they defend themselves at all costs.
Intimidate is useful for scaring off a wild animal. Make an Intimidate check opposed by the creature's [[Guts]] check. If yours is higher, they're terrified. Most animals try to run from anything that scares them, but if they're backed into a corner or otherwise incapable of fleeing, the claws come out and they defend themselves at all costs.  
 
  
{{section|Difficulty|Intimidate is an opposed roll, so there are no set difficulties.}}
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[[Taunt]] and Intimidate are incompatible: you're either scaring someone, or you're provoking them, so the penalties do not stack.
{{section|Opposed Rolls|Intimidate is always opposed by a [[Guts]] roll. If the target critically fails the Guts check, they attempt to flee from you by whatever means possible. The GM can decide how long a target remains fearful of the encounter.}}
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{{section|Time|Intimidating opponents in combat takes 4 [[AP]].}}
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{{section|Coercing|}}
{{section|Retry|Failed Intimidate checks can be retried at a cumulative −2 penalty each time.}}
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Whether it's torture, armed robbery, or law enforcement, you can make an Intimidate check to force an unwilling character to follow your instructions. There's no point in coercing allies into obeying your commands — anyone whose Disposition is ''benign'' or better will help you anyway. Make an Intimidate check opposed by their [[Guts]] check. If your check is higher, the creature gives into your demands out of fear. This effect lasts as long as you're in their presence for up to an hour. As soon as you leave, their Disposition toward you falls one level.
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Typically, you need to present tangible consequences for their refusal to comply, like threats of punishment, violence, retribution, or sabotage, and you need to be capable of "making good" on those threats. Be careful when you bully others into submission. It's possible you'll attract the attention of the authorities or garner resentment and vengeance from dangerous people.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 13:20, 1 July 2019

Typically used with: Presence.

In short: compel through fear. Street thugs and interrogators have one thing in common: an ability to cow others to do things. Using Intimidate puts the ball in your court (whether or not you've actually got game or not). This check doesn't necessarily mean a growl, scream, or overt display of power. Sometimes a meaningful glance at the bloody weapon at your side is enough. Those who you successfully cow are much, much more likely to do what you ask.

Scaring

You can use Intimidate during combat to instill a sense of fear into a single opponent. Make an Intimidate check opposed by the creature's Guts check. If your check is higher, the creature takes a −2 penalty on all rolls during the encounter. If the creature's check is a Critical Failure, they flee the fight immediately. If you fail the check, you can retry at a cumulative −2 penalty each time.

Intimidating another combatant takes 4 AP. A single opponent can only be intimidated in this manner once per encounter. You may intimidate any bestial, elemental, humanoid, or legendary creature. Most bestial creatures will attempt to run from you regardless of a Critical Failure, but if they're backed into a corner or otherwise incapable of fleeing, the claws come out and they defend themselves at all costs.

Taunt and Intimidate are incompatible: you're either scaring someone, or you're provoking them, so the penalties do not stack.

Coercing

Whether it's torture, armed robbery, or law enforcement, you can make an Intimidate check to force an unwilling character to follow your instructions. There's no point in coercing allies into obeying your commands — anyone whose Disposition is benign or better will help you anyway. Make an Intimidate check opposed by their Guts check. If your check is higher, the creature gives into your demands out of fear. This effect lasts as long as you're in their presence for up to an hour. As soon as you leave, their Disposition toward you falls one level.

Typically, you need to present tangible consequences for their refusal to comply, like threats of punishment, violence, retribution, or sabotage, and you need to be capable of "making good" on those threats. Be careful when you bully others into submission. It's possible you'll attract the attention of the authorities or garner resentment and vengeance from dangerous people.