The Intimidate skill represents both
physical and mental intimidation, the ability to cow sentient foes into
stepping aside, coughing up a password or handing over the loot, thus bypassing
the need for combat. It can also be used to frighten away some animals,
although this is less likely to succeed. Any ability – depending on context –
can be used in concert with the Intimidate skill: Strength to impress with
one’s potential for violence, Constitution to display one’s capacity for
endurance, Charisma to simply use sheer force of personality, Wisdom as a
marker of one’s own strength of purpose, Intelligence to intimidate using logic
or knowledge and Dexterity to show off one’s physical prowess. Some of these
combinations should be very limited in application, however: the City Guard are
unlikely to be moved by a snazzy display of sleight of hand, but a
poison-conscious Administrator might. Similarly, a Wolf won’t be moved by
reasoned arguments, but a passionate howl using Charisma might do the trick.
There are, however, considerable limits on
what can be done – and to whom – using the Intimidate skill. As a general
guideline, one cannot Intimidate a foe with more Hit Dice than half one’s
own Competency Level (rounded down, minimum of 1). Against creatures or monsters, Intimidate in
melee can precipitate a Morale Check (with no modifiers, save those the GM
chooses to apply according to context). Against NPCs with class levels, the GM
is the arbiter of what may or may not occur in a combat situation.
Out of combat, a successful use of
Intimidate can modify reaction rolls (GM discretion) and may be used more
directly to force specific actions (e.g., “Stand and Deliver!”). As ever, the
GM will limit the possibilities. Generally, Intimidate can’t force someone to
perform an act that they would not in some measure be inclined to perform in
extremis. NPCs are of course free
agents, able to respond according to their own agendas: if Gortan (level 3
Thug/level 2 Thief) successfully Intimidates Meezle (level 1 Administrator), a
minor functionary in the Imperial Revenue Service, Meezle must then weigh the
consequences of giving Gortan what he wants against the likelihood that Gortan
will make good his threats. If Meezle thinks Gortan is the greater danger, chances
are he will acquiesce, hoping to cover his misdemeanours in some way. If, on
the other hand, Meezle knows that his superior Gungle (level 6 Administrator)
is reviewing his case load, he might just ring the bell for the
guards...although he could just as likely try to refer Gortan to Gungle,
shovelling the problem upstairs.
When to Roll the Dice
An actual Intimidate roll is only necessary
when circumstances are against the character attempting to Intimidate. Any
attempt to Intimidate an animal should fall under this rubric. Other occasions
will include obvious disadvantages such as being outnumbered, injured or far
from any obvious sources of support (Bognor tries to Intimidate a Gadnagi
merchant in that merchant’s own home town, one hundred miles from the borders
of his own land).
INTIMIDATE
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Primary Ability: Charisma
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Alternative Abilities: varies, see text
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Usual Time Requirement: varies with context, 2 minutes maximum
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Availability: Level 1
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Type/Rate of Development: Campaign/Strategic; Slow (1:3)
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FREE DEVELOPMENT BY CLASS:
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OSRIC: Fighter,
Barbarian, Brawler
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Swords & Wizardry: Fighter
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Labyrinth Lord: Fighter, Barbarian, Berserker(*), Bandit(2), Half-Ogre (*)
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FREE DEVELOPMENT BY RACE:
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OSRIC: none
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Swords & Wizardry: none
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Labyrinth Lord: none
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Note that,
as pointed out in the previous post, “*” indicates a quicker rate of
development (1 Competency Level for every 2 Character Levels, whilst the 2 in
parentheses indicates that members of the Bandit class begin with 2 free levels
of Competency.
As ever, comments are most welcome!
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