Character Sheet Reference

Displaying all 2 Skills
Skill Description Created / Updated
Intimidation

Your character's ability to force a target into acting a certain way, be it based on your demeanor or your reputation. Intimidation does not typically cause an individual to actively believe something different, it simply forces that individual into a course of action out of fear for their own survival and well being. Initially, this skill would allow an individual to bully a mentally weak target into an action he or she is hesitant to take, while subsequent levels of the skill allows an intimidator to coerce more unwilling targets into action or giving up sensitive information. This skill acts as a counterpart to Charm, which deals with influencing others through understanding and diplomacy rather than aggression and coercion. The success of this skill depends on a target’s Resolve.

Intimidation +0: You know that the promise of danger can sway others into action, but not enough to fashion those threats into a weapon of your own.

Intimidation +1: You have learned the effectiveness of threats towards individuals and the use of appearance in order to gain cooperation from others. While it can be useful against the weak minded, it would take longer than is worthwhile to influence others. You struggle to get good information out of others during interrogations.

Intimidation +2: Not only do you understand the effectiveness of physical threats towards an individual and non-verbal aggression, you also can leverage fairly apparent external factors like a nearby ally. Given enough uninterrupted time with a target, you can poke and prod until the cracks begin to form without actually having to follow through on your threats.

Intimidation +3: You have reached an efficiency with threats that is almost routine. You can gauge the weaknesses of a target and leverage their fears in just the right way to get your desired outcome in most situations. It is a mundane task to influence those of weaker minds, and it's only a matter of time for those of stronger wills once you find something to exploit. You may not be able to crack seasoned agents or spies into giving up valuable secrets, but you can extract most other information from them.

Intimidation +4: At this level, an experienced individual can weave threats, both physical and implied, like an emotional terrorist. You are skilled at knowing just what weakness to poke, which expression to wear, and how much leverage to apply in order to get the desired result from even a strong-willed target. You can crack seasoned agents or spies to give up valuable information.

Intimidation +5: No longer merely experienced, you have mastered the nuances involved in weaving any kind of threat to gain your desired results from a target. Even the smallest of openings can be touched upon and pried wide open to your methods, surgically applying leverage to the right weakness. You can extract the darkest, most sensitive secrets from the most hardened of spies.

Related Feats: A Warrior's Call, Bad Cop, Explosive Chicken, Fear Will Keep Them In Line, Go Ahead, Make My Day, Golden Envoy Presence, Good Cop, Is That The Best You Got?, Let Them Hate, So Long As They Fear, Resistance Is Futile, Silver Tongue I, Silver Tongue II, Silver Tongue III, Spoken Probing, You May Have Heard Of Me, and Zeltron: Sun's Getting Real Low

Prerequisites: None

2013/07/20 / 2023/11/08
Survival

An individual's ability to stay alive in otherwise difficult environments. This relates directly to the arts of scavenging, hunting, resourcefulness, bushcraft, and local area navigation. Starting with a basic understanding of what is required to continue living, as an individual progresses in this skill they will become more adept at acquiring the necessities of survival in even the most inhospitable of climates where others would otherwise perish.

Survival +0: Moss grows on the north side of the tree... or something like that. Basic common sense and resourcefulness.

Survival +1: You know which berries are good to eat and which ones will give you a tummy ache. You can string a basic trap, but good luck catching anything more than a pheasant. You know the basics of directions based on the movement of the sun(s).

Survival +2: You can hunt small game and set traps, have a good knowledge of common environments, make simple tools, and with the right supplies, you can survive on your own for some time.

Survival +3: You have a working knowledge of how to survive on your own with limited supplies. You can hunt game, set traps, and have a healthy knowledge of most environments you may encounter.

Survival +4: You’ve wrestled a wild Vornskr barehanded and turned its pelt into makeshift clothing.

Survival +5: You can survive on your own, on an unknown planet, with no supplies and no water. Nature provides and you know how to use its resources to survive indefinitely off-grid.

Related Feats: Elusive Prey, Just A Flesh Wound I, Just A Flesh Wound II, Walk Like An Ewok, Woodland Ranger, and Zealot

Prerequisites: None

2013/07/20 / 2021/02/10