SPACER

◀ Rulebooks

Ver. 1.3.1

Intimidation

The intimidation (Charisma) skill measures how well you can coerce others into doing your bidding through threats of violence. Manipulating others in non-threatening ways would use the diplomacy skill. Examples of intimidating actions include:


Intimidation Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Deafening Shout

: ✪65

Prerequisite: 3 Intimidation

You can use the Frighten action on up to three targets at once. You make a single Intimidation check, and each target makes a Determination save.


: ✪160

Prerequisite: 7 Intimidation

Your Frighten action affects all non-friendly creatures within the range of your voice (normally 50 feet.)

Social Domination

✪50

Prerequisite: 3 Intimidation

You may add your Intimidation modifier to Socialize (Diplomacy) checks, in order to make an impression on someone using your intimidating presence.

If you do, and you succeed, then the target will act as though their relationship to you has improved for a number of hours equal to your margin of success, after which time their relationship with you will decrease by 2.

Influential

✪100

Prerequisite: 5 Intimidation, 15 Charisma

Your status within your soclal circle prevents anyone from wanting to openly disagree with you.

Your Coerce (Intimidation) checks aren't affected by negative relationships.

Persistent Threat

✪70

Prerequisite: 5 Intimidation

Double the duration of Coerce checks you attempt or assist on.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Deafening Shout ✪65 3 Intimidation Details ▶
  Social Domination ✪50 3 Intimidation Details ▶
  Influential ✪100 5 Intimidation, 15 Charisma Details ▶
  Persistent Threat ✪70 5 Intimidation Details ▶

Intimidation Actions


Coerce

You attempt to get a creature to do what you want by making a threat. After making an attempt to threaten, blackmail, or bully a creature in conversation, make an Intimidation skill check, adding your relationship to the target if it's negative. The target contests with a Determination save.

Regardless of whether you succeed, your relationship to the target decreases by 3.

Assistance: Helpers make a Coerce (Intimidation) check.

Success: The target agrees to do what you want as long as you keep your promise and don't harm them. This effect lasts for a number of hours equal to your margin of success, and no longer than 24 hours. After this effect expires, you must attempt this action again to get them to keep complying.
Critical Success: The creature agrees to do your bidding as on a regular success, but after the check expires, will be too scared to act against you for up to one week.
Failure: The target is not influenced by your threats, and may stand up to you or even attack you if your relationship is low enough.
Critical Failure: The target finds your threat laughable. You have disadvantage on future attempts to intimidate them for up to 1 week.

Frighten

You use a loud and menacing shout to frighten your enemies into submission. Choose one or more targets within 20 feet of you and make a Shout (Intimidation) check. Each target contests with a Determination save. For each target beyond the first, you take a -2 penalty to your check.

Assistance: Helpers make a Frighten (Intimidation) check.

Success: Creatures you succeed against become frightened of you for one round.
Critical Success: Creatures you critically succeed against become frightened of you for three rounds.
Failure: Targets gain advantage on Determination saves against your attempts to frighten them for the remainder of combat.