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fate:intimidation [2013/03/24 02:22]
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-====== Intimidation ====== 
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-Intimidation covers your character’s ability to inspire fear in others, effectively using the threat of violence to cow or manipulate them. Particularly heinous individuals might include torture as part of their Intimidation attempts. This skill requires that your opponents can feel fear - [[creatures:​zombies]] typically can’t be imtimidated. Usually, they can’t deliberately intimidate you, either. 
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-===== Actions ===== 
-//Main Article: [[Actions]]//​ 
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-==== Overcome ==== 
-You can use Intimidation to scare someone into getting what you want, whenever the GM frames the situation as an obstacle rather than a contest or a conflict. This will often happen when you’re going up against nameless NPCs or it isn’t worthwhile to play out the particulars. 
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-==== Create an Advantage ==== 
-You use Intimidation to get information out of someone with the use of threats, which could take the form of an aspect. You might also learn a target’s aspects by seeing how they respond to your intimidation attempt. 
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-Intimidation also allows you to psych people out in a conflict, force them into a defensive posture, startle them, or otherwise use your intimidating presence to create an advantage. In a conflict, it allows you to bring in particular threats or circumstances in the scene to enhance the effect of your efforts, like brandishing a weapon or reminding the target that you’re isolated. 
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-==== Attack ==== 
-You can make mental attacks with Intimidation,​ to destroy the confidence and resolve of an opponent. Keep in mind that your relationship with the target and the circumstances you're in figure a great deal into whether or not you can use this skill. 
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-However, Intimidation doesn’t require an Empathy roll to know how to get to your opponent beforehand - negative emotion is a universal enough language that as long as you’re in the right situation, you can make mental attacks. Not all attacks with Intimidation have to take the form of cowing the opponent—you can also use it to provoke another uncontrolled,​ negative emotional response like anger or loss of composure. 
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-==== Defend ==== 
-Intimidation will protect you against mental attacks made against you, by making the attacker hesitate. Keep in mind that to do this, you need to be in a position to intimidate the attacker in return - it’s hard to use Intimidation when you're bound and gagged, for example. 
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-===== Stunts ===== 
-//See also: [[Stunts#​Intimidation|Stunts (list)]]// 
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-==== Armor of Fear ==== 
-You can use Intimidation to defend against Fighting attacks, but only until the first time you're dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears. 
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-==== Provoke Violence ==== 
-When you [[actions#​create an advantage]] on an opponent using Intimidation,​ you can use your free invocation to become the target of that character’s next relevant action, drawing the attention away from another target. 
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-==== Torturer ==== 
-+2 to Intimidation attacks made to deal mental stress, provided you have implements of torture you can use against your target. 
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-==== Aura of Fear ==== 
-Once per scene for a [[Fate Points|Fate Point]] you may make an Intimidation attack against everyone in the scene that can reasonably hear or see you. 
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-==== Master of Fear ==== 
-For a Fate Point you can cause someone to take a single consequence in place of any stress that they have taken from your attack. 
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-{{tag>​fate skill stunt}}