Intimidate

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(see also Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels and Interpersonal Skills: Disambiguation)

 Intimidate (15%) 

Intimidation can take many forms, including physical force, psychological manipulation, and threats. It is used to frighten or compel a person to act in a certain way. Intimidate is opposed by Intimidate or Psychology.

Backing up intimidation with a weapon or some other powerful threat or incentive may reduce the difficulty level. When pushing an Intimidation roll, one possible consequence of failure is carrying out one's threat, perhaps beyond the level of that which was intended.

Intimidate may be used to force down the price of an item or service. If successful, the seller may reduce the price, or hand the item over free of charge - depending on the situation, they may later report the incident to the police or to members of the local organized crime gang.

Pushing examples: Causing actual physical harm to the target or something or someone that the target cares about.


 * Remember that this is Intimidation; if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used. If the threats are retracted and the investigator then tries to befriend the target, it may become Charm; or if a protracted and unthreatening discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.

Sample Consequences of failing a Pushed roll: accidentally pulling the trigger of the gun you're waving in the target's face; the target's mind snaps, resulting in violence or inane babbling, after which no more can be gained, the target simply laughs in your face and won't break no matter what you do; the target somehow turns the tables and intimidates the intimidator.


 * It is important to note that Pushing an Intimidate roll means taking things to the limit. This could involve days of interrogation, or an ultimate with a gun to the head. Either way, a pushed roll either gains the required information or renders some kind of end to the situation.
 * If an insane investigator fails a pushed roll, they may become intensely fearful of the target and do their bidding.