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.
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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 gains the ''rattled'' condition (meaning it takes a −2 penalty on all rolls during the encounter). If the creature's check is a [[Critical Failure]], they surrender or flee the fight immediately.
  
{{section|Difficulty|Intimidate is an opposed roll, so there are no set difficulties.}}
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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 attempt to Intimidate any creature that hasn't gained the ''unfeeling'' condition. Most ''bestial'' creatures that fail the check 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.
{{section|Opposed Rolls|Intimidate is always opposed by a [[Guts]] roll (without Magic Defense).}}
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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 creature 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. Each attempt generally takes a few minutes. As soon as you leave their presence, their Disposition toward you falls one level. You may attempt to coerce any creature of an ''elemental'', ''humanoid'', or ''legendary'' Nature. You may also attempt to coerce any ''fabricated'', ''plantlike'', or ''undead'' creature with an Intellect higher than 1.
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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. You can't use this Skill to force a creature to endanger itself. 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.
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In combat, you can coerce your opponent into surrendering, holding their fire, or letting you go. This action takes 4 AP. See the "[[Diplomacy in combat|Diplomacy]]" entry in the ''Socializing'' section of ''[[Book:Combat|Chapter 10: Combat]]''.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 13:57, 23 December 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 gains the rattled condition (meaning it takes a −2 penalty on all rolls during the encounter). If the creature's check is a Critical Failure, they surrender or flee the fight immediately.

Intimidating another combatant takes 4 AP. A single opponent can only be intimidated in this manner once per encounter. You may attempt to Intimidate any creature that hasn't gained the unfeeling condition. Most bestial creatures that fail the check 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.

Coercing

Whether it's torture, armed robbery, or law enforcement, you can make an Intimidate check to force an unwilling creature 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. Each attempt generally takes a few minutes. As soon as you leave their presence, their Disposition toward you falls one level. You may attempt to coerce any creature of an elemental, humanoid, or legendary Nature. You may also attempt to coerce any fabricated, plantlike, or undead creature with an Intellect higher than 1.

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. You can't use this Skill to force a creature to endanger itself. 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.

In combat, you can coerce your opponent into surrendering, holding their fire, or letting you go. This action takes 4 AP. See the "Diplomacy" entry in the Socializing section of Chapter 10: Combat.