This skill represents your ability to bend others to your will through threats, and coerce them into performing actions that go against their best interest.
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions page.
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.Critical Failure The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Composure DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for the rest of the scene. Demoralize can only be used on targets whose attitude towards you is lower than Helpful.
Critical Success The target gains two stacks of FrightenedSuccess The target gains one stack of FrightenedCritical Failure The target becomes enraged or offended, and gains a +2 bonus to checks made against you for the next round.You fling insults and vicious mockery at a target, causing them to become rattled or even attempt an action they know is against their best interest. You a Taunt check against the target's Composure DC. If the target does not speak the same language as you, you take a -4 to your Taunt check. Taunt can only be used on targets whose attitude towards you is lower than Charmed. Only one successful taunt can be directed at a single target in a scene, and additional uses of this skill have no effect.
Critical Success The target is enraged, taking a -4 penalty on all checks for the next round, their attitude towards you decreases by one step, and they will usually try to direct their next hostile action towards you.Success The taunt has rattled the target, giving them a -2 penalty on all checks for the next round.Failure The taunt has no effect.Critical Failure The target is able to constructively channel their own rage against the character, gaining a +2 bonus on all checks against that character for the next round.