Intimidate
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.
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.
Scaring Animals
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.
Difficulty
Intimidate is an opposed roll, so there are no set difficulties.
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.
Time
Intimidating opponents in combat takes 4 AP.
Retry
Failed Intimidate checks can be retried at a cumulative −2 penalty each time.