M.E. and intimidation

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Prysus
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Re: M.E. and intimidation

Unread post by Prysus »

Greetings and Salutations. I'll start by saying that Palladium never gives any rules discussing the matter for M.A. (not M.E.) and Intimidation (or Trust for that matter) works. As a result, there is no canon answer to this question. There are a few varying opinions on this matter, so I'll try to highlight some of them for you.


A1: There is no mechanic for how Intimidation works, therefore it has no affect other than role-playing. An intimidated character may be less likely to start a fight or challenge the character, but there are no penalties for the character either (just probably makes the character think twice). At the same time, if provoked and sees no other choice a fight may still result. If so, proceed as normal (no bonuses or penalties).

A2: Since Ninjas & Superspies was mentioned (and this topic is bound to have this mentioned regardless), page 123 of N&S has the Special Kata: "Warrior Spirit" Kata or Debana-O Kujiki Kata. This martial art power is based on the M.A. attribute and also discusses intimidation. A G.M. could decide to base the M.A. Intimidation ability off this special kata, with the kata only adding a bonus to the M.A. attribute. Note: There is no evidence that this is how Intimidation always works, only who this special kata works and uses a similar principle. But this is probably the closest to a "game mechanic" that you will find (see #1 for a non-"game mechanic" method). Though using this method could make the special kata less special (since anyone with a high M.A. can then use that power without having to select it).

A3: Intimidation works the same as Horror Factor. I've seen it suggested, and I want to say I've seen it played (for those who want some type of game mechanic but don't have N&S). With that said, there is no solid canon basis for this ruling (while A1 and A2 at least have some ground in canon).


As for how you see if someone is intimidated or not, there are two main ways that I have seen.

B1: The character with the high M.A. must roll % dice like a normal skill. If the character rolls under their skill base, then everyone is initimidated. If failed, everyone is unaffected. Example: Joe has a M.A. 20 (Intimidation 65%). Joe rolls % and it's 62. This is under 65, so everyone is now intimidated by Joe. If he rolled 75, that's over 65 and therefore everyone is unaffected.

B2: Opponents must roll % dice like a saving throw. Any who rolls under the skill fails and is thereby intimidated. Anyone who rolls over the skill passes the save and is unaffected. Example: Joe has a M.A. 20 (Intimidation 65%) and is facing 4 opponents. The four opponents roll %. Opponent 1 rolls 68, Opponent 2 rolls 12, Opponent 3 rolls 100, and Opponent 4 rolls 59. Opponents 2 & 4 rolled below their target saving throw (65), so they fail and are now intimidated. Opponents 1 & 3 rolled above the saving throw, so they pass and don't find Joe intimidating at all.


As a Game Master, I tend to use A1 (role-playing only) and B2 (saving throw). Since this is a role-playing game, I prefer to just role-play a character accordingly. This works well for me, but your mileage may vary.

With B1, I never liked how it's a blanket roll that covers everyone. 4 guys in a room, the rookie (level 1), the seasoned soldier (level 5) the master martial artist who could beat you into a pulp (level 11), and the war vet who's seen 10x scarier (level 15) are all affected or unaffected the same.

I admit with B2 it doesn't really distinguish any better between the rookie and the vet, but since they vary I think it's a bit more realistic and can add something more to the situation. That's a personal feeling, and you are free to feel however you would like on it. That is why I provided more than one option, so you can make your own decision after all.

Anyways, I hope that helps. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
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Re: M.E. and intimidation

Unread post by drewkitty ~..~ »

It is not entirely correct in saying that there is absolutely no place that explans how to use the MA %.

The only listing for any usage for the usage of the MA % (Trust/Intimidate), is in the "Warrior's Spirit" Kata in the Ninja and Superspies book.

On the intimidate side the basics are the opponent has to roll over your MA% (when you are trying to intimidate) or they are intimidated. Giving the opponent s who do not run away, a -1 strike.

There are two opinions on this.
1) This shows how the MA % works normally.
2) This only shows how the MA% works in the Warrior's Spirit kata.

I am of the 1st school of thought. Along with that I take it to show how to use the PB% also.

The most we get from KS is that each GM gets/has to decide how to use the MA % and the PB % as they deem fit.
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ME, a GM could have a house rule that converts the ME bonus (ether the psi bonus or the insanity bonus depending) into a vs trust/intimidate bonus.
Last edited by drewkitty ~..~ on Wed Aug 17, 2011 3:27 pm, edited 1 time in total.
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Re: M.E. and intimidation

Unread post by Killer Cyborg »

drewkitty ~..~ wrote:Prysus is not entirely correct in saying that there is absolutely no place that explanations how to use the MA %.

The only listing for any usage for the usage of the MA % (Trust/Intimidate), is in the "Warrior's Spirit" Kata in the Ninja and Superspies book.

On the intimidate side the basics are the opponent has to roll over your MA% (when you are trying to intimidate) or they are intimidated. Giving the opponent s who do not run away, a -1 strike.

There are two opinions on this.
1) This shows how the MA % works normally.
2) This only shows how the MA% works in the Warrior's Spirit kata.

I am of the 1st school of thought. Along with that I take it to show how to use the PB% also.

The most we get from KS is that each GM gets/has to decide how to use the MA % and the PB % as they deem fit.
----------
ME, a GM could have a house rule that converts the ME bonus (ether the psi bonus or the insanity bonus depending) into a vs trust/intimidate bonus.


Pretty much sums it up.
I think, though, that we eventually found another piece of the puzzle during one of the conversations about this subject.
No idea what it was, and I don't have the time to Search through the old posts. :(

Last I remember, I was in the second camp, though.
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Re: M.E. and intimidation

Unread post by Prysus »

drewkitty ~..~ wrote:Prysus is not entirely correct in saying that there is absolutely no place that explanations how to use the MA %.

Greeting and Salutations. I was correct. I also mentioned the "Warrior Spirit" Kata in my post. What I didn't do was pass opinion off as fact. I provided information, and let the original poster make a decision.

Killer Cyborg wrote:There are two opinions on this.
1) This shows how the MA % works normally.
2) This only shows how the MA% works in the Warrior's Spirit kata.

I am of the 1st school of thought.

I highlighted the key word for you: "opinion." I welcome you to your opinion, but that "opinion" doesn't make the facts incorrect.

Killer Cyborg wrote:The most we get from KS is that each GM gets/has to decide how to use the MA % and the PB % as they deem fit.

This helps show you know I was correct. If "Warrior Spirit" was the official way M.A. was supposed to work, then that wouldn't be the most KS gives us. That's the most he gives us because there are no official rules for how it works. I'm glad you have an opinion. I'm glad you took the time to share your opinion. Telling me the facts are incorrect because it differs from your opinion is what caused me to respond. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
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Prysus
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Re: M.E. and intimidation

Unread post by Prysus »

Killer Cyborg wrote:Pretty much sums it up.
I think, though, that we eventually found another piece of the puzzle during one of the conversations about this subject.
No idea what it was, and I don't have the time to Search through the old posts. :(

Last I remember, I was in the second camp, though.

Greetings and Salutations. Hmm ... I don't remember ever seeing a second piece of the puzzle, but if you ever find it I would be interested. I can think of a few possibilities though (none are facts though).

If the "Warrior Spirit" Kata shows how M.A. always operates, then the only thing "Warrior Spirit" does is increase a characters M.A. attribute.

1: This means that "Warrior Spirit" should be more appropriately named "Charming and Charismatic Spirit" (because if M.A. represents "charm and charisma").
2: Raising M.A. in this way (and doing nothing else) would also raise trust, but there is no mention of how it affects Trust. Yes, "trust" may not suit the name the best, but the name is irrelevent if all it does it raise M.A.
3: The "Warrior Spirit" Kata would be pathetic and nigh useless in comparison to the Body Chi ability (which raises M.A. by 5 points per 1 point of Chi). The Body Chi character can raise it dramatically higher (for a higher success rate) and can still attack (while "Warrior Spirit" Kata prohibits it).
4: The M.A. (which mentions Trust/Intimidate) doesn't mention this affect.
5: Body Chi (which can affect M.A.) doesn't mention this affect.
6: If it's M.A. only, then any character with a high M.A. can do this. That means that politicians (who are often more charming than intelligent or skilled) are probably more likely to get someone to back down scared from a fight than Dirty Harry.
7: This affect is only mentioned under the Warrior Spirit Kata, and not in any other book.

I doubt any of those are the reference you're looking for, but I had to try. I'll try to search a bit and see if I can find anything more. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
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Re: M.E. and intimidation

Unread post by Prysus »

Killer Cyborg wrote:I think, though, that we eventually found another piece of the puzzle during one of the conversations about this subject.
No idea what it was, and I don't have the time to Search through the old posts. :(

Greetings and Salutations. Ah ha! I think I may have found it. Had to try a few different search patterns. Anyways ...

Teenage Mutant Ninja Turtles & Other Strangeness (TMNT), page 96. The character "The Black One" (which starts on page 95, but is continued on 96 and where the reference comes in, above/before the Turtles' write-up). The character uses his M.A. to "freeze" opponents while they talk.

Additional notes:
1: There are similar aspects to the "Warrior Spirit" Kata, but also differences. This could be a result of changes, but it could just as easily show differences in how the two work.
2: At no point does it mention that others will back down, run away, or suffer any penalties if they fight. All this seems to do is give the character time to talk (and in this character's particular case, evaluate the situation and his opponents).
3: The affects lasts for 3 melee rounds (max) or until the character stops talking. There is no mention of needing to talk with "Warrior Spirit" nor is there a time limit.
4: The Black One has a MA of 28. We don't know if 3 melee rounds is a result of this exceptionally high M.A., or if it would be the blanket time limit of all M.A.

With the reference of The Black One, we can now say I was incorrect above (when I said Palladium never showed how this ability could work) because this character is an example. Though this example also helps to show that it's NOT the same was "Warrior Spirit" Kata. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
Living the Fantasy (fan website)

Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)

Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
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Re: M.E. and intimidation

Unread post by drewkitty ~..~ »

Prysus wrote:
drewkitty ~..~ wrote:It is not entirely correct in saying that there is absolutely no place that explains how to use the MA %.

Greeting and Salutations. I was correct. I also mentioned the "Warrior Spirit" Kata in my post. What I didn't do was pass opinion off as fact. I provided information, and let the original poster make a decision.

drewkitty ~..~ wrote:There are two opinions on this.
1) This shows how the MA % works normally.
2) This only shows how the MA% works in the Warrior's Spirit kata.

I am of the 1st school of thought.

I highlighted the key word for you: "opinion." I welcome you to your opinion, but that "opinion" doesn't make the facts incorrect.

drewkitty ~..~ wrote:The most we get from KS is that each GM gets/has to decide how to use the MA % and the PB % as they deem fit.

This helps show you know I was correct. If "Warrior Spirit" was the official way M.A. was supposed to work, then that wouldn't be the most KS gives us. That's the most he gives us because there are no official rules for how it works. I'm glad you have an opinion. I'm glad you took the time to share your opinion. Telling me the facts are incorrect because it differs from your opinion is what caused me to respond. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.

While we said things differently, we said the same basic things. Even if you were a bit wordy [I never heard it described as being like HF. Which I'm not disagreeing with. Just mentioning]. And just like you, I stated what school of thought I was in.

Prysus wrote:As a Game Master, I tend to use A1 (role-playing only) and B2 (saving throw). Since this is a role-playing game, I prefer to just role-play a character accordingly. This works well for me, but your mileage may vary.


The only difference I see between your stated opinion and mine, is that you saying your decision is one you decided on how to do it, and mine is that I based it off something I found in the books. But in the mechanics we agree on. As to what exactly happened when a char fails vs MA is up to the GM.
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