The Elder Scrolls: Fate of Tamriel
“Gnorbooth was a good man, one of the best, and so I’m going to hurt you quite a lot,” the ambassador made a slight movement and his hands began to glow brightly. “That’s a certainty. How much more I’m going to hurt you after that depends on what you tell me. I want to hear about the former Duke of Oloine.”
“What do you want to know?” Lord Eryl screamed.
“Let’s start with everything,” replied Lord Strale with perfect patience.
Mystery of Talara, Part III
- Overcome: You can Provoke someone into getting them to do what you want in a fit of emotional pique. You might be intimidating them for information, pissing them off so badly that they act out, or scaring them into running away. This will often happen when you’re going up against nameless NPCs or it isn’t worthwhile to play out the particulars. Against PCs or important NPCs, you’ll need to win a contest. They oppose with Will.
- Create an Advantage: You can create advantages representing momentary emotional states in people, like Enraged, Shocked, or Hesitant. Your target opposes with Will.
- Attack: You can make mental attacks with Provoke, to do emotional harm to an opponent. Your relationship with the target and the circumstances you’re in figure a great deal into whether or not you can use this action.
- Defend: Being good at provoking others doesn’t make you better at avoiding it yourself. You need Will for that.
- Armor of Fear – You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears.
- Provoke Violence – When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing the attention away from another target.
- Okay, Fine! – You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks you’d be able to learn a particular aspect this way anyway, then you get a +2 bonus.)