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*TTRPGs General
Issues with Social Skills: Bluff, Diplomacy, Intimidate
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<blockquote data-quote="Loincloth of Armour" data-source="post: 5083696" data-attributes="member: 28201"><p>Since the SEALs natural 1'ed their imtimidate, (which while not an auto-fail is still not impressive) there are many ways to play it.</p><p> </p><p>1) Target panics, and attempts to flee. Not rational, but people do irrational things in stressful situations.</p><p> </p><p>2) Target goes along with SEALs, since they present an immediate threat of violence. But target has to be watched every single moment. The moment the SEALs have their attention diverted, target attempts to flee, fight back, shout out, or do things to spoil their plans. Had the intimidate worked, the target would be too scared to try any of these.</p><p> </p><p>3) Target resists passively: goes limp, fakes a sprained ankle, knocks thing over to make noise, insults the SEALs manhoods by stating that only 'small' men use guns to cover for their inadiquecy, lies at every opportunity to waste time, etc. Violence will only make him more surly and determined to get free.</p><p> </p><p>4) Target attempts to leave a trail to be tracked, or evidence so that others will know what happened. Will cause problems for the SEALs later.</p><p> </p><p>5) Target goes with SEALs for now, but when he has a chance, will call the police, the press, his congressman, his senator, the White House. Will raise holy heck over the incident and not let the issue die.</p><p> </p><p>6) Target simply won't be cowed, no matter what. Remember Sarah Conner and the T-1000 in T2? "Call to John and the pain will stop." She was in its power, knew it was serious, and the threat was immediate and real. Pure intimidate check, but damn it: some things are too important. "Never give in, never compromise. Not even in face of Armaggedon." Some people are like that.</p></blockquote><p></p>
[QUOTE="Loincloth of Armour, post: 5083696, member: 28201"] Since the SEALs natural 1'ed their imtimidate, (which while not an auto-fail is still not impressive) there are many ways to play it. 1) Target panics, and attempts to flee. Not rational, but people do irrational things in stressful situations. 2) Target goes along with SEALs, since they present an immediate threat of violence. But target has to be watched every single moment. The moment the SEALs have their attention diverted, target attempts to flee, fight back, shout out, or do things to spoil their plans. Had the intimidate worked, the target would be too scared to try any of these. 3) Target resists passively: goes limp, fakes a sprained ankle, knocks thing over to make noise, insults the SEALs manhoods by stating that only 'small' men use guns to cover for their inadiquecy, lies at every opportunity to waste time, etc. Violence will only make him more surly and determined to get free. 4) Target attempts to leave a trail to be tracked, or evidence so that others will know what happened. Will cause problems for the SEALs later. 5) Target goes with SEALs for now, but when he has a chance, will call the police, the press, his congressman, his senator, the White House. Will raise holy heck over the incident and not let the issue die. 6) Target simply won't be cowed, no matter what. Remember Sarah Conner and the T-1000 in T2? "Call to John and the pain will stop." She was in its power, knew it was serious, and the threat was immediate and real. Pure intimidate check, but damn it: some things are too important. "Never give in, never compromise. Not even in face of Armaggedon." Some people are like that. [/QUOTE]
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