Role-Playing
Like all interpersonal skills in roleplay, there is a knack toward being intimidating. The more of an effort you make in playing the thing out, the more everyone will appreciate it. Let's run over some of the basics, just to get you started.
Facial expressions.
First off, you need to know how to look mean. Practice in front of a mirror. Snarl. Thrust out your jaw. Furrow your brow. Flare your nostrils. Look angry; as if you're in the throes of a violent rage. There are a lot of expressions that can be used for scaring people, but this is the main one. The trick here is to make it look like someone would be mad to get on the wrong side of you. Conveying this menace to other expressions will take a bit of doing, but here's a short list to work on.
- The full-out, eyes-bulging war face. AAAARGH! That's a war face.
- The slightly more subdued scowl, as performed by Wolverine.
- An unpleasant, sadistic smile.
- A wide-eyed, mournful look, as if you're regretting the necessity of beating someone to a pulp.
- An icy glare. Anger isn't needed here; the person you're trying to scare is a mere irritant to be disposed of.
Refer to the films for ideas on how to do it. Darth Vader in Star Wars is a pretty scary guy, as is Boba Fett, but neither will help you much since you can't see their faces. Look instead to Grand Moff Tarkin, the Emperor, and the scarred figure who pushed Luke Skywalker around in the first film. This character, Dr. Evazan, is a classic example of a guy making an Intimidate check.
Dr. Evazan: He doesn't like you.
Luke: I'm sorry.
Dr. Evazan: I don't like you either. You just watch yourself. We're wanted men. I have the death sentence on twelve systems!
Luke: I'll be careful.
Dr. Evazan: You'll be dead!
Talk the talk.
Work out some threats in advance. If you're stumbling your way through a threat or an insult, you're going to lose the thread pretty quickly. Threats can be can come in all shapes and sizes; try to have one or two worked out for each of them. If you can get a catchphrase out of it, all the better!
First of all is the threat of violence. It's quite simple, and takes a pretty general form: if the person to whom you're talking doesn't do X, Y or Z then you'll cut his throat, kick his teeth out, smash his face in. These threats can range from the dull but plausible to the highly exaggerated and almost surreal. (I'll kick you so hard your mother will feel it in her womb!
)
You can also be a bit vague about your threats too. Lead the opponent into a dialogue; it makes for an amusing little scene.
1: Before we get started, Sonny Jim, what's your name?
2: What's it to you?
1: Nothing at all, but I figured I ought to put something on the gravestone other than 'piss here'.
Related to this is the threat of inconvenience. It's a safer option if making a threat of violence will get you in trouble. The key here is making the enemy think that you can make her life Hell in lots of little ways. If you actually can deliver on this threat, then that's a bonus -- ranking higher than the victim is often a must here. (You get up that bloody rope now or I'll see you mucking out the cavalry stables with a toothbrush!
)
If you can't harm or inconvenience your victim, perhaps you know someone who can. Threaten to tell that person. (Well, if you don't want to help me that's your own choice, of course. I only hope the Inquisition will be lenient and respect that decision... although I did hear tell they've placed an order for a bumper pack of thumbscrews! Care to reconsider?
)
One application for scaring people into submission is blackmail. Do you know something about which they'd rather the world remained ignorant? Let them know you know. (Captain Vorgoroth. Youngest soldier to be promoted to command rank. Come a long way very quickly, haven't you? Don't know how you find time to do that, what with spying for the Thieves' Guild. It'd be a shame if Colonel Shaddath found out about that, wouldn't it?
).
It's the way you tell 'em.
It's not just what you say; it's how you say it. Don't just work out your threats. Practice, practice, practice. Keep going until you know them off by heart; remove all traces of uncertainty and doubt from your delivery. You have to make it sound like you can deliver on your threat. Yes, a lot of it is based on acting; that's why having 5 ranks in Bluff gives you a +2 synergy bonus to your Intimidate check.
When dealing with merchants or some other scene that involves scariness but not violence, sometimes it's a good idea not to give the other person the opportunity to think straight or, in some cases, get a word in edgeways. Intimidation is all about keeping the other person off-guard.
What do you mean I can't come in? I've got every right to be in here! You open up this door right now or I'll be back with a squad of guards and a battering ram and then we'll see just how good you are at keeping people out! What in Nine Hells are you up to, anyway? Oh, I know, I know. You've got your still in there, don't want anyone else to see it or they'll find out you're brewing up illegal booze! I know what you're like, you're all the same. Well, I'm in a mood to be merciful; open that door in two seconds' time and I might just forget to report you! Still thinking, are we, Mr. Philosopher? Get that bloody door open now or I'll have you in the guardhouse so quick your feet won't touch the ground – ARE YOU DEAF OR SOMETHING? I'VE GOT A CROSSBOW HERE, I COULD EASILY UNBLOCK YOUR EARS FOR YOU! IT'S NO TROUBLE, SUNSHINE!!!
Sticks and stones.
When you're in coarse company, calling your enemy names can often help. If you want to sound medieval or Shakespearian, use terms like 'cur', 'caitiff', 'dog', 'varlet'. Look up some decent derisory adjectives too; 'insignificant' is a good one; as is 'sanctimonious', 'empty-headed', 'craven'; grab a dictionary and have fun. Words are your friends. Spend a bit of time on finding insults that have a nice rhythm to them as well; alliteration can be a pretty useful device but don't overdo it or you'll just come across as being camp. The more you have to force words to fit, the less effective you'll be.
Swearing can help, but make sure you're at a table that doesn't mind you turning the air blue with your language. Of course, you might be able to slip in some old-fashioned bits of Anglo-Saxon. Try the word 'scite1' instead of 'shit', for example, or just substitute other words for swear-words. Make sure they sound fairly satisfying.
Walk the walk.
Make sure that there is an element of believability to your threats. If you're a barbarian, don't threaten to transform your opponent into a toad. Similarly, a wizard with a low Strength score doesn't look like the sort who'll give someone a good drubbing; threaten them with something you can deliver, or something that you look like you can deliver. Are all your mates six foot six and built like brick shithouses? Threaten your enemy with them.
Although being smaller than your opponent means you get a -4 penalty to your Intimidate check your DM might be willing to waive some of that penalty if you use your smaller size to your advantage in a threat. (If you call me 'shortarse' one more time I'll bite yer nadgers off!
).
Conclusion
Be careful about how often you throw your weight around. The problem with the d20 system is that there's always going to be someone more powerful than you. If you keep trying to intimidate people chances are it'll backfire on you once or twice, so be prepared for that. Make sure that when you do it you're entertaining the others. The world doesn't revolve around your character, but if you're going to take the spotlight, make sure you put on a show.
Like the other interpersonal skills in the d20 system, Bluff and Diplomacy, what you say can have repercussions later on in the game, so choose your words carefully, speak with conviction, and above all, throw yourself into the part. The more fun you have, the more fun everyone else can have.
1. Pronounced 'SHITE'.
