Instill Fear is a Common skill, and is modified by either your Strength or Charisma.

Instill Fear is a powerful tool for influencing the emotions of others, whether by inspiring awe, intimidating opponents, or taunting adversaries into rash decisions. Characters skilled in Instill Fear know how to project authority, exploit vulnerabilities, and manipulate the atmosphere to their advantage. This skill can strike terror into the hearts of foes, rally allies with fear-based motivation, or provoke enemies into making mistakes that can turn the tide of an encounter. Instill Fear is not solely about terror—it’s about commanding the attention and emotions of those around you through sheer force of presence, words, or actions.

The applications of Instill Fear are as versatile as they are impactful. In combat, it can be used to unnerve enemies, causing them to hesitate, flee, or falter. Outside of combat, the skill becomes a tool for roleplay, whether a character is delivering an ominous speech to cow an opponent, threatening a reluctant informant into talking, or rallying allies by driving home the consequences of failure. In a world as dangerous as The Land, where the right word or gesture can mean life or death, mastering Instill Fear is as much about wielding power as it is about surviving the chaos.

Instill Fear is also the primary driver of the Forced Surrender action. When a target is below half health, you may use your Combat Action to attempt them to surrender, or at least put doubt in their mind. Make an Instill Fear check against your target. It is an opposed check, which they can counter with a Concentration, Instill Fear, or Intuituion check. If your check is equal to or greater than theirs, they are Distracted until the end of your next turn. If your check is at least 50 more than theirs, they are instead Paralyzed. If you start your turn and the target is still Distracted or Paralyzed from your Forced Surrender action, you may repeat the roll as a free action.

As your skill in Instill Fear grows, you will gain additional benefits from it.

Increased Affinity: When you first attain a new title in Instill Fear (Initiate or Apprentice), you gain a 25% Affinity increase in either the Aggression, Battle Roar, Instill Fear, or Taunt Skills. You can gain this affinity even if you did not have a previous Affinity Bonus or Ranks in the chosen skill.

Initiate (Ranks 10-19):
Scare Enthusiast: When you are affected by a Fear power, or have to make a roll to resist Fear based effects, you gain a bonus to your defenses or check equal to your ranks in Instill Fear. In addition, once per game, when you use a Fear based attack power, you may add a bonus to the power’s Accuracy check equal to your ranks in Instill Fear. You must declare this before you roll the check.

Apprentice (Ranks 20-34):
Reinforced Fear: Once per game, when you or an ally attempts to make a Forced Surrender check, you may reroll the check, but must take the second result. To aid the ally, you must be able to interact with the ally’s intended target.

All of these bonuses are cumulative.


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