#Collection of 4 Intimidation Schools (First Establishment)
Contents
The core has no Intimidation skill schools at all. This extension establishes 4. Replaces the new maneuvers of the core Licensed Bellow / secret art Loss of Will to Fight.
#§ Scent — The Hundred Branches of Fear
The one who neutralizes the enemy without drawing the sword is the most skilled swordsman. Intimidation is the art of making one's own existence itself into a weapon.
#§ Law — 4 Schools
#18-03-01. Armed Intimidation (武裝威壓) — Famous School · Japan·the West
Threatening the enemy with splendid armor・weapons・an imposing posture. The emblem of daimyo・knights・military officers. Exerted on the first round of the battlefield.
- Addition: armed imposing presence — when holding full armor + a masterwork weapon, Intimidation +2.
- Restriction: no bonus for plain clothes・ordinary weapons.
- Licensed: [aptitude] Intuition of Armed Intimidation: when holding full armor + a masterwork weapon, Intimidation +3・on the first round of combat, enemy squad Cohesion -1 (when using 1st/30-03, auto-compatible as morale — 00-05 §12).
- Secret art: [Kata] Overwhelm the Field: Energy 4. 1 combat. on the first round of combat, enemy squad Cohesion -2・withdrawal check +2 (when using 1st/30-03, auto-compatible as morale).
- Approach: warrior-house・noble・knight PCs recommended. holding armor・a masterwork weapon is required.
- Play-type: armed intimidation・overwhelming the field.
#18-03-02. Yokai Intimidation (妖怪威壓) — Secret Transmission · demon-person·yoma
Secret-transmission intimidation of the demon-person・yoma. Study under a core demon-person 12-class PC, or a yoma NPC. A human PC can also learn it through deep contact with a demon-person.
- Addition: yokai aspect — Intimidation +3 (when exposing the demon-person・yoma essence).
- Restriction: when a human PC uses it, suspicion of identity +2 (after use, friendship with human NPCs -1).
- Licensed: [stance] Yokai Aspect: Energy 2. during the stance, Intimidation +3・human NPC fear -2.
- Secret art: [Kata] Exposing the Yokai True Nature: Energy 5. 1 combat. expose the true nature + enemy squad Cohesion -3・Fear effect (unable to act for 1 round) (when using 1st/30-03, auto-compatible as morale — 00-05 §12).
- Approach: a core demon-person 12-class PC, or study under a yoma NPC. for a human PC, the Renown Title "Dealings with a Yokai" and the like are recommended.
- Play-type: demon-person・Fear intimidation.
#18-03-03. Authority Intimidation (權威威壓) — Famous School · political·religious
Overwhelm with political authority・religious authority. The authority of a power-holder such as an emperor・pope・daimyo. True worth when holding an official post.
- Addition: authority — when holding an official post (retainer・official・monk, etc.), Intimidation +2.
- Restriction: no bonus for a PC without a post.
- Licensed: [aptitude] Intuition of Authority: when holding an official post, Intimidation +3・automatic submission of commoner NPCs.
- Secret art: [Kata] Authority Command: Energy 4. 1 session. command 1 hostile NPC directly with authority (Wisdom + Presence >= 11 check).
- Approach: an official post such as retainer・official・monk is recommended. suits warrior-house・noble PCs.
- Play-type: political authority・religious authority.
#18-03-04. Madness Intimidation (狂氣威壓) — Self-Taught Style · origin-irrelevant
Overwhelm the enemy with madness・the bizarre. No dojo. Self-Taught Style. The mental-disorder doctrine・the Viking berserker・the Arab majnun all share a similar doctrine.
Handling madness: when using 30-10 Grimdark or 30-03 Variant B, the madness state (mechanical effect). Other campaigns are GM-discretion narrative — see 00-05 §12.
- Addition: madness — on entering the madness state (when using 30-10/30-03B) Intimidation +3・own Energy -1 (after combat ends -3) / otherwise GM-discretion narrative.
- Restriction: in the madness state, part of the PC's control is ceded to the GM. friendship with accompanying NPCs -1 (1 session).
- Licensed: [stance] Madness Stance: Energy 1. during the stance, Intimidation +3・own Energy -1.
- Secret art: [Kata] Berserker Frenzy: Energy 5. 1 combat. enter the madness state (mechanical when using 30-10/30-03B / otherwise GM-discretion narrative). Intimidation・attack +3・Defense -2・GM control of the PC for 1 combat only.
- Approach: Self-Taught Style. the madness doctrine・Viking・Arab berserker recommended. can branch into the Renown Title "Warrior of Madness" and the like.
- Play-type: madness・berserker.
#§ Design Perspective
- Distribution of 4 schools: Renowned 2 (armed・authority) + Secret 1 (yokai) + Self 1 (madness). The balance of this extension.
- Doctrine specialization: armed (outward form)・yokai (essence)・authority (post)・madness (mind) — 4 different intimidation doctrines.
- Influence on Renown Title・identity: using the 18-03-02 yokai intimidation brings suspicion of identity; in 18-03-04 madness, accompanying friendship -1 — a cost to use.
- Newly established Licensed・secret arts: the new maneuvers of the core Bellow・Loss of Will to Fight.
"The one who made the enemy submit without drawing the sword is the one who knew the sword most deeply."