Intimidate Skill

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Intimidation is the art of influencing target's behavior or getting aid by applying fear. The fear may be of consequences if they do not help you, fear of direct bodily harm, or fear of the supernatural. While Diplomacy is the subtle art of guiding people to change their opinions, Intimidation is a more blunt instrument intended to achieve direct action.

You can receive aid or information with a successful Intimidate check. In cases where multiple parties attempt to intimidate each other, participants roll opposed Intimidate checks, and the winner gains the advantage.

An Intimidate check is an opposed roll vs. the target's Resistance. Intimidate may be used in either of two ways.

Influence

Difficulty is the rating of how hard it will be to Intimidate a target to aid you to a certain degree. The more unreasonable the request the higher the difficulty. The difficulty number is the is amount of successes over the target's opposed successes are required for behavior. Regardless of the number of successes, the effects last for as long as the target is in your presence and for up to 1 hour afterwards. After that the target's Disposition (see Diplomacy) automatically drops to Unfriendly.

  • Critical Failure: The target provides you with incorrect or useless information, or otherwise frustrates your efforts.
  • 0 or fewer successes: The target is unmoved by your threats.
  • 1+ Successes: You may influence the target to give you aid or information with the number of successes applying to the Difficulty chart for Diplomacy.
  • 5 Successes: Target is Shaken for one hour. The target's concentration is shot and they will stumble through aid.

Demoralize

You can also use Intimidate to weaken an opponent’s resolve in combat. This is a Standard Action. If you win, the target becomes shaken for 1 round. You can intimidate only an opponent that you threaten in melee combat and that can see you. You may not perform a Demoralize on the same target for one hour.

See: Conditions