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Intimidate

Basic, Interaction
Strength or Willpower or Fellowship   You make Intimidate Tests whenever you want to coerce or frighten individuals or a small group. You need not make an Intimidate Test every time you make a threat. Usually Intimidate is backed up by Strength, but more subtle threats such as blackmail may use Intelligence or Fellowship at the GM’s option. The more degrees of success, the more frightened your opponent becomes.
An Intimidate Test can affect a number of targets equal to your Strength Bonus, Intelligence Bonus, or Fellowship Bonus, depending on the Characteristics you are using for your Test. In addition, your targets must be able to see and hear you clearly, and understand what you say.
An Intimidate Test is a Full Action.  

Carry a Big Gun

You may back up your stern words with the threat of force, typically symbolised by a very large gun. So long as your weapon is bigger, or deals more Damage, than anything your opponent has, you gain a +10 bonus on your Intimidation Test.  

FEAR THE INQUISITION!

You may make an Intimidation Test, coupled with liberal displays of authority and marks of office, to put the fear of the Inquisition into your opponent. On a successful Test you may add +10 to a subsequent Interrogation Test made against anyone who is at least familiar with the unpleasant rumours surrounding the Inquisition. Higher ranking members of the Inquisition, Daemon princes and Space Marine captains are less likely to be bothered by an Acolyte spouting such rhetoric, so the results of the Test are subject to the GMs discretion.  

Fearsome Glare

Normally, using Intimidate is a Full Action, but sometimes you need to cow your opponent quickly to keep the target in place while attending to a more significant threat. You may Test Intimidate as a Half Action, but the Difficulty worsens by one-step. Furthermore, if you succeed, the effects of the Test last for just 1 Round.  

Scare Factor

Whilst Intimidate normally requires you to be able to make yourself understood, you can attempt to scare or cow a group of people or creatures who do not speak your language (or any language) by the power of gesture and shouting alone. Using Intimidate in this way requires at least a Difficult (–10) Test.  

Obey My Command!

You may abandon the tactfulness of command and resort to fear to ensure that your underlings obey. If you succeed on a Difficult (–10) Intimidate Test, you get a +5 bonus on all Command Tests against targets you intimidated for a number of minutes equal to your Strength Bonus. A failed Test indicates that you take a –5 penalty on such Tests.

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