Rank 2 (Untrained)
Fierce Disposition [Social Stance]: You act aggressive and forceful, throwing people off guard. You gain a (1 + Your Tier) bonus to checks when using Intimidate Skill Powers. However, others gain a similar bonus when using Charm Skill Powers on you.
Coerce Assistance [Social, Fear]: As an Extended Action (S), you may temporarily make a creature more “helpful”. The Base DC for this check is 6 + Target’s Level + the higher of their Athletics or Intimidate ranks. Each Intimidation attempt lowers the target’s actual Attitude towards you by 1, even if it fails. If you beat your target’s check result, the target is intimidated and will chat, advise, offer limited help, or advocate on your behalf for its duration. As long as your attempt is successful and you are still present when it expires, you can extend the effect by making another Intimidate check as a Standard Action. When you successfully intimidate someone, they are intimidated for the below duration, or until their Level increases, or they witness you being defeated.
Critical Success: The target is Frightened by you and is ‘Friendly’ towards you for 1d6 weeks, but they will not directly flee from or fight you. They are so scared of you they will probably try to avoid you by any means they can. Moderate Success: They are Shaken by you and are ‘Friendly’ towards you for 1d6 days. Success: They are Shaken by you and are ‘Friendly’ towards you for 1d6 hours. Failure: They remain uncooperative and you suffer a -4 penalty to further intimidation attempts against them until your Level increases. Moderate Failure: They find you more annoying or amusing than scary and openly mock you, provide you with wrong information, or otherwise frustrate your efforts. You also suffer a -6 penalty to further intimidation attempts against them until your Level increases. Critical Failure: The effects of Moderate Failure, except you bungle your attempt so poorly that their Attitude towards you is lowered by a further +1. |
Condition | Check Modifier | Example | |
Took offensive action | +1 | You just wounded or fainted someone in front of your target. | |
Took disconcerting action | +3 | You just killed or tortured someone in front of your target. | |
Target is vulnerable or unable to escape | +3 | Your target is Vulnerable, tied up, chained to a wall, or similarly restrained. | |
Second attempt | -4 | Target has already been intimidated by you within the past hour or been given new orders within the past day. | |
Rushing an Extended Action (S) to a Full Action | -3 | ||
Rushing a Full Action to a Standard Action | -2 | ||
Rushing a Standard Action to a Shift Action | -1 | ||
Rushing a Standard or Shift Action to a Swift Action | -3 |
Rank 3 (Novice)
Shake Resolve [Social, Fear]: As a Standard Action, you may attempt to shake the resolve of one target who is within your threatened area. The Base DC for this check is 6 + Target’s Level + the higher of their Athletics or Intimidate ranks, and is further modified by the difference between your target’s level and your level.
If this power is used as an Extended Action (S), replace ‘rounds’ with ‘hours’. If it is used as an Extended Action (L), replace ‘rounds’ with ‘days. You gain a bonus or penalty to your check as indicated in the table above.
Critical Success: The target is Panicked for 1 round per 2 points your check exceeded 6 over the DC. Moderate Success: The target is Frightened for 1 round plus your Tier. Success: The target is Shaken for 2 rounds plus your Tier. Failure: The target is not impressed. |
Angry Glare [Social, Fear]: Whenever you detect that someone is using a Guile Skill Power, you may make an Intimidate check as a Free Action. The DC for this check is the check result that you are attempting to counter. You gain a bonus or penalty to your check as indicated in the table above. You must have line of sight to a target to affect them.
Critical Success: The target is Paralyzed for 5 minutes. Moderate Success: The target is Stunned for 1 minute. Success: The target is Stunned for 1 round. Failure: The target is unaffected by your glare. Moderate Failure: You appear foolish and actually increase the check result you are trying to counter by 3. Critical Failure: You bungle it completely and increase the check result you are trying to counter by 6. |
Rank 4 (Adept)
Break Ranks: When using Shake Resolve, you may target all individuals in your threatened area by accepting a -3 penalty to your check. For the purposes of this power, your threatened area is considered to reach an additional meter for every rank in Intimidation you have above Untrained. You may exclude any targets within this area that you like from the effect. You must have line of sight to a target to affect them.
Make Example Of [Social]: As a Full Action, you may target a single person who is suffering from a Fear status and make a Struggle Attack against them. If it hits, then you gain a non-stacking bonus to your Intimidate skill equal to 1/10th the damage you inflicted against everyone who witnessed you. The target and anyone you affected have their Attitudes towards you decrease by 1 step per Your Tier. This bonus lasts 1 day at Tier 1, 1 week at Tier 2, 1 month at Tier 3, and 1 year at Tier 4.
Come At Me! [Social]: As a Full Action, you may attempt to provoke one target into attacking you. The Base DC for this check is 6 + Target’s Level + the higher of their Athletics, Command, or Intimidate ranks, and is further modified by the difference between your level and your target’s level. If this power is used as an Extended Action (S), replace ‘rounds’ with ‘minutes’. If it is used as an Extended Action (L), replace ‘rounds’ with ‘hours’.
Success: The target is Enraged for 1 round, plus 1 more round per 2 points your check exceeded the DC. Failure: The target doesn’t consider you especially worth its time. |
Rank 5 (Expert)
Coerce Group: When you use the Coerce Assistance power, you can try to push it onto a group instead of an individual. This functions as the Coerce Assistance power, except that the DC instead becomes 9 + Highest Target’s Level + the highest of their Athletics or Intimidate ranks + Leader’s Intelligence.
Pick Fight [Social]: When using Come At Me!, you may target groups instead of individuals by accepting a -3 penalty to your check. In this case, the Base DC is further modified by the difference between your level and the highest level within the group you are provoking. You gain (Your Tier x 2) in Temporary HP per enemy you successfully affect with this power.
New Orders [Social, Fear, Order]: As a Standard Action, you can make a demand of a target that they must follow without question. Targets must be able to see and hear you clearly to be affected by this power, and may not be currently engaged in combat with you. The Base DC for this check is 6 + Target’s Level + the higher of their Athletics, Command, or Intimidate ranks, and is further modified by the difference between your target’s level and your level. You gain a bonus or penalty to your check as indicated in the table above. Targets also become resistant to your control, and you suffer a -6 penalty to your checks for each additional attempt you make on a target until you level up. If you succeed, they follow brief (20 words or less) instructions from you to the best of their ability. The instructions may not be suicidal or result in obvious harm to the target.
Using this power on someone sets their Attitude towards you to Hostile. If they are already Hostile, they become Murderous.
Critical Success: The target follows your orders for up to 12 hours. They receive a Command save every 10 minutes they remain away from you (DC 6 + your Intimidate Ranks) to end the effect immediately. Moderate Success: The target follows your orders for up to 20 minutes, receiving a save every 1 minute they remain away from you. Success: The target follows your orders for up to 1 minute, receiving a save every round they remain away from you. Failure: You do not order them around and they react appropriately to your failure. |
Rank 6 (Master)
Terrifying Presence: When you use the Break Ranks power, you may reduce your effective reach by 1 meter to eliminate the line of sight requirement, but the target must still be able to hear you or otherwise recognize your presence. This power otherwise functions like the Break Ranks power. You also no longer need line of sight to use Angry Glare.
Furious Rebuke: You may use attacks or powers with the [Social] tag when you are Enraged and deny any bonuses from status effects that others have when making Social checks against you. When you are suffering from Stunned, Paralyzed, Shocked, any Charm status, Confusion, or any Fear status, you may use a Standard Action to become Enraged as well.
For every status effect you are suffering from while Enraged (including Enraged), you gain +1 to Intimidate checks.
Rank 7 (Grandmaster)
Domination [Magic, Mind-Affecting]: When you issue a demand to a creature with the New Orders power, you may ask them to perform suicidal or obviously harmful actions, suffering a -6 penalty to your check when doing so. This always makes your target Murderous towards you, as well as any of their allies who witnessed you Dominate them or learned about it.
Additionally, you may now affect all targets within a 3 meter radius with your New Orders power, or any 2 targets no farther than 10 meters apart, if you accept a -3 penalty to your check.
Stupefying Blow: When using Make Example Of, if you strike your target’s Weak Point then their Intelligence is lowered by 1 for the duration of your bonus and you may use Coerce Group or New Orders as a Free Action on everyone who saw your act.
Rank 8 (Virtuoso)
Malicious Aura: Shake Resolve automatically succeeds against lower Tier targets with the highest degree of success. All [Fear] effects you inflict last ten times longer than normal. If you succeed on a Coerce Assistance attempt with the maximum success on someone of a lower Tier than you, they are so terrified of you that their Attitude shifts to Devoted and they would never even dream of fleeing from you.