Use physical presence, combat dominance, or psychological threats to disrupt an opponent's decision-making in battle.
Roll: d100 + Intimidation Tactics skill against DR 100 + target Resilience
Success: Cause target to lose 1 AP next round
Critical success (+30) causes 2 AP loss instead
–10 DR to -20 DR — You clearly dominate in size, strength, or position
–10 to -20 DR — Target has taken recent damage or is isolated
–-20 DR — Target is very injured (below 50% health)
+10 DR — Combat just started and/or both sides are on even terms
+10 DR to +30 DR— You appear weaker, injured, or outnumbered
Mid-fight, you roar and step aggressively into a lightly armored opponent’s guard. You declare Intimidation Tactics. The GM sets DR at 80 because of your size advantage and their recent damage.
Intimidation Tactics disrupts an opponent’s rhythm through fear, dominance, and mental pressure. It may involve shouting, weapon flourishes, threatening posture, or the cold stare of a confident killer.
This skill works best when used early to seize control or during turning points in a fight. The psychological toll of combat is real—well-timed intimidation can shake resolve, force hesitation, or create costly mistakes. It scales with battlefield positioning, visible injuries, and perceived strength, and is less effective against highly trained or inhuman foes.
Laugh at Danger – Offsets fear-like effects by inspiring allies and reinforcing resilience
Clear Mind (psionics) - bonus to resilience against mind affecting skills, spells and modules.