Intimidate

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  • Reload: Empty weapons require an Action and successful Check before they can fire again. Either the Artillery or Firearms Masteries usually apply, depending on the weapon. On a Bad roll the weapon remains Empty.

  • Related Distinctions
    • Dire Challenge: You may use a snap and check rank as a social attack. You deal 1 grit, and until your next turn that opponent suffers a penalty checks contesting anyone but you.
    • Fierce Interrogation: Once you have a target in your power, you may interrogate with rank. The target may contest you with appearance to lie or spirit to remain silent. If you win the target must truthfully answer questions up to your success margin. If you lose the opponent loses hits and grit equal to your failure margin, and you may interrogate again.
    • Withering Stare: You may use your rank score for dodge defenses.
    • Expert Torturer: You may use a complication to torture a captured individual for information. The target is the individual's grit, and the consequence for failure margin is hits to the individual. If you gain interference your session is interrupted for a day. If you succeed the referee must give you clear truthful answers about anything the individual knows.
    • Ominous Aura: Any fear checks you cause have a penalty.
    • Strongarm Tactics: Your voice gains +2dE damage.

  • Frightening Bellow: Your closest opponent must make a fear check. If that opponent fails, the next closest must make a check, and so on until the check succeeds.

See Also


Version 3.0.0
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