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.
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.