✪ Infuriate [Intimidation]
Intimidation gives you a real talent for scaring people, but sometimes fear isn’t an option. That doesn’t mean you can’t still get up someone’s nose, so long as you’re willing to sacrifice a bit of the control that fear gets you.
Whenever deliberately trying to get someone angry with you, you receive a +2 bonus. If this results in an attack or other action against you by your target, you may use Intimidation to complement the skill you use on the first exchange, no matter the circumstance – after all, you made it happen, so you were ready for it.
✪ Subtle Menace [Intimidation]
The character exudes menace far in excess of his capability to act. Even bound and behind prison bars, the character is so ripe with the promise of the awful things he could do that he’s still scary. This character may use Intimidation no matter what the power imbalance in the situation is, and reduces his target’s bonuses for acting from a superior position by 2 (to a minimum of +0).
✪ The Serpent’s Tongue [Intimidation]
Requires Subtle Menace
It’s hard not to talk to this character. Not because he’s approachable, but because it seems like such a bad idea not to. Fear makes people uncomfortable, and they occasionally let things slip they would not otherwise.
The upshot is that the character may use Intimidation in lieu of Empathy or Rapport when trying to get information out of someone in a “softer” fashion. If successfully used in this way, the target is definitely rattled – so it certainly doesn’t leave the target in the same pleasant state he might be left by one of those other skills. If used to get a “read” on a character, the aspects revealed are limited only to those which might be expressed in the language of fear.
✪ Unapproachable [Intimidation]
It’s difficult to try to manipulate someone when you’re constantly reminded of how scary they are. A character with this stunt may use his Intimidation in lieu of their Resolve to defend against Rapport, Deceit, and Empathy.
✪ Scary [Intimidation]
This character is just someone you don’t want to cross, and that’s clear even to other intimidating folks. Normally, Intimidation attempts are resisted by Resolve; with this stunt, the character can use his Intimidation skill to resist Intimidation attempts.
✪ Aura of Menace [Intimidation]
Characters with an Aura of Menace are the terror of all those who oppose them. Others are often powerless to describe what exactly it is about the character that is unsettling, but regardless, it has the effect of rooting them to the spot and believing the threats the guy makes.
Once per scene per target, the character may spend a fate point to intimidate a target as a free action, no matter what the circumstances, immediately (if between actions), or immediately after the current action underway.
This free action takes place in addition to any other action the character might take during the exchange.
✪ Aura of Fear [Intimidation]
Requires Aura of Menace
The character’s intimidating appearance and attitude is potent, making him able to intimidate entire crowds. As a full action, and only once per scene, the character may spend a fate point and make an intimidation attempt against all opponents in the scene. The effort is made at a -2 to the roll, but the character only rolls once, essentially setting the defensive difficulty that everyone must beat. If the effort at least beats the quality level of the minions present in the scene, at least half their number are automatically affected by the Intimidation effort regardless of their roll. This effect on minions may be canceled if they have a leader with Leadership present, who may take a second defensive action on their behalf, using that skill.
✪ The Promise of Pain [Intimidation]
The character makes a promise (really, a threat) to a target, and makes an attack using Intimidation. If he scores a successful hit of one or better on the target’s mental stress track, he may spend a fate point to immediately force a psychological consequence instead. The consequence must represent an appropriate response (such as folding up in fear, or a broken spirit) to the threat.
✪ Steely Gaze [Intimidation]
Your character’s unflinching gaze can lock an opponent in place. When a character with this stunt looks an opponent in the eyes and makes an Intimidation check, it locks the two of them into a contest that will last until either something interrupts it or one of them flinches. Both characters are locked in a contest of wills, and can only take Intimidation actions against each other until one or the other either takes a consequence, concedes, or is interrupted (by, say, a gunshot). Any defense rolls either makes against an interrupting action while this is in effect is at -2.
✪ Fearsome Gaze [Intimidation]
Requires Steely Gaze
Your character’s gaze is so terrifying that those faced with it can end up paralyzed with fear. This stunt is used in the same fashion as Steely Gaze, but if the opponent loses to the point of taking a consequence, he takes two consequences, one right after the other, immediately. Even if this means he’s taken out, the target retains the option to concede after recording the consequence, thus keeping his right to define the nature of his defeat (subject to the gazer’s approval).
✪ Master of Fear [Intimidation]
Requires Fearsome Gaze and Aura of Fear
Your character is a master of the terrifying, and can have an entire room cowering within moments. When this character uses the Aura of Fear stunt, he does not take the -2 penalty.
Furthermore, minions (see page XX) whose quality level is beat by the roll fail entirely and may not even roll to defend unless their leader discards his next action for the exchange to roll Leadership to defend them. Without a capable leader, these minions simply flee, faint, or otherwise take an immediate consequence, to the last man.