Impress (Action)
Heroic Action Role-Play |
The ability to dominate socially and establish yourself in a leading role. Used to intimidate, lead, browbeat, and install respect. Typically associated with males and the upper classes. Dominate can be used to oppress or to support others, but in both cases you establish yourself as a superior.
Attribute
Mind.
Unskilled use
You can intimidate or threaten, but always do so in an obvious and direct manner.
Physical Ability
You make others feel frightened, uncomfortable, self-conscious, or inadequate. You may do this by displaying impressive size, great skill, profound intellect, or just an indefinable quality of superiority. Once you have successfully intimidated someone, he is more likely to go along with your suggestions. This does not mean that he will automatically adhere to any request you make, but he will give it much more weight than he otherwise would have. Presence is also used to interrogate.
Knowledge
You know fashions and customs, and how to get what you want without breaking the rules. You know which clothes to wear and how to wear them for each occasion. You have a way of finding out the secret weaknesses others try to hide.
Contacts
You know people you have browbeaten in the past, and a few strong individuals who have stood up to you. These people respect you, but might secretly want to get back to you. You know people from the organizations you have been a part of it the past. Depending on your current circumstances, your superiors may still support you or want you dead. Your former underlings will still revere you, even if they've been ordered to smoke you on sight.
Stunts
Presence can be used to intimidate in combat, as a Stunt against the opponents Dominate and Mind.
Browbeat
Basic Action
You try to get an advantage or force someone else to cooperate with you. The roll will be heavily modified depending on how well you describe your stunt and use available props.
Make an opposed Impress roll against your target. If you succeed, add the Outcome as a modifier to your next skill roll against this target. You can also give away this advantage to someone else, effectively setting the target up for someone else's attack.
It you score an Outcome matching the target's Mind, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and what you did to him. He might cave in to your demands, run off scared, break down crying, or otherwise lose his cool.
Scare
Basic action
Use this to scare someone to lay off and let you be for a while; on a success, the target loses three shots and backs off, allowing you to move by or away. If your Outcome matches the target's Mind, he is seriously scared and loses a number of shots equal to your Outcome.