Difference between revisions of "Intimidate"

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{{section|Opposed Rolls|Intimidate is always opposed by a target's [[Fear Save]] (without Magic Defense).}}
 
{{section|Opposed Rolls|Intimidate is always opposed by a target's [[Fear Save]] (without Magic Defense).}}
 
{{section|Time|Intimidating opponents in combat takes 4 [[AP]].}}
 
{{section|Time|Intimidating opponents in combat takes 4 [[AP]].}}
{{section|Retry|Failed Intimidate checks can be retried at a cumulative −5 penalty each time.}}
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{{section|Retry|Failed Intimidate checks can be retried at a cumulative −2 penalty each time.}}
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 18:48, 9 January 2011

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 when you've got the power to back up your claims (Use Bluff when you don't!). 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 of his or her attack, defense, ability, and skill rolls during combat. Performing such an action takes 4 AP. Each time you or your allies successfully Intimidate an opponent, the penalty in increased 2 (for example, if you Intimidate an opponent twice, it takes −4 to its rolls). An opponent can have a maximum penalty of −6 in this manner, but being Intimidated a fourth time will cause the opponent to surrender or flee.

Difficulty

Intimidate is an opposed roll, so there are no set difficulties.

Opposed Rolls

Intimidate is always opposed by a target's Fear Save (without Magic Defense).

Time

Intimidating opponents in combat takes 4 AP.

Retry

Failed Intimidate checks can be retried at a cumulative −2 penalty each time.