Expanded Repartee & Reputation Action Rules, Page 3:
Intimidate: This is the method by which you may cause NPCs to Fear you. To do so, you must make some sort of threat, as an action. If they are unarmed or badly outclassed (non-swordsman vs master) you may even count an attack as an Intimidate action.
Roll Brawn + Threaten or Resolve + Interrogation, contested by the other persons Resolve + Diplomacy or their Resolve + Threaten.
Your target number is equal to 5 + 5 x their Diplomacy or 5 + 5 x their Threaten.
Thier Diplomacy is used to represent their ability to make you not want to hurt them. If instead they are trying to fight back, they use Brawn + Threaten.
If you are successful, you inflict a 1 unkept die penalty from all their actions against you for the remainder of the scene.
The amount of power you hold over them gives you an edge. Add their STAVES/Useful or COINS/Useful rating for you to your roll.
Restrictions: If you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or Threaten knacks.
Failed rolls: If you fail an Intimidate roll, you may not attempt to intimidate that same person in the same scene again unless you up the Ante (such as by inflicting pain upon them if you hadn’t previously, or threatening to hurt their loved ones when you’d previously be threatening only your target).
Dislike: Any Intimidate attempt gives the NPC 1 point of SWORDS/Dislike for you, regardless of whether or not it is successful.
Reputation: Using Intimidate in a Public setting causes you to lose 1 Reputation point.
If you have a Negative Reputation and fail an Intimidate roll, you instead actually gain 1 Reputation point (this is a penalty, if you think about it).
Raises: Each additional Raise on the roll increases the Penalty by -1 more die.
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