Scary

You have an air of menace and danger obvious to even the most unobservant. You gain potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.
  You instill fear in those around you, particularly when you get violent. How they react depends on them. Some will flee from you, some will be impressed, some will get violent in return. The GM judges the response of a given NPC.
  Intimidation is usually handled with a COMMAND roll, and your efforts to do so are more successful if you show you mean business.

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