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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Skills / Intimidation

Intimidation

You bend others to your will with threats.

Actions

Coerce (Auditory, Concentrate, Emotion, Exploration, Linguistic, Mental)

With threats, veiled or open, you try to bully a creature into doing what you want. After at least 1 minute of conversation with a creature you can see and that can see or sense you, roll Intimidation against its Charisma save, adjusted for any circumstances the GM decides.

Critical Success: The target tells you what you want to know or follows your orders, as long as they aren't likely to harm it. It keeps complying for as long as the GM decides, up to 1 day, then becomes Unfriendly (if it wasn't already Unfriendly or Hostile). It's too scared of you to strike back, at least for now.

Success: As a critical success, but once it turns Unfriendly it may act against you, for example by reporting you to the authorities or helping your enemies.

Failure: The target doesn't do as you say, and becomes Unfriendly if it wasn't already Unfriendly or Hostile.

Critical Failure: The target refuses, becomes Hostile if it wasn't already, and can't be Coerced by you for at least 1 week.

Demoralize (Auditory, Concentrate, Emotion, Mental)

A sudden shout, a well-timed taunt or a cutting insult shakes an enemy's nerve. Choose a creature within 30 feet that you're aware of and roll Intimidation against its Charisma save. If it doesn't understand your language, you aren't speaking a language, or it can't hear you, you have 2 levels of Disadvantage. Whatever the result, it can't be Demoralized by you again for 10 minutes.

Critical Success: The target becomes Frightened 2.

Success: The target becomes Frightened 1.