• Aura of Fear. (requires Aura of Menace.) Your intimidating appearance and attitude are potent, making you able to intimidate entire crowds. Once per scene, you may spend a fate point and make an intimidation attempt against all opponents in the scene. If you succeed, attach an aspect representing the intimidation to each opponent. (This doesn’t get you any additional free invocations of these aspects.) (adapted from Spirit of the Century SRD, v6.16.2)

  • Aura of Menace. (requires Scary.) You are the terror of all those who oppose you. Once per scene per target, you may spend a fate point to intimidate a target as a free action, no matter what the circumstances, immediately (if between actions), or immediately after the current action underway. (adapted from Spirit of the Century SRD, v6.16.2)

  • Crown of Menace. You are too terrifying to be attacked. Until you make a physical attack in a scene, characters with a Will lower than Good (+3) simply cannot attack you. Those with sufficient Will to attack still flinch on their first attack, though, automatically missing. (Fate System Toolkit, p.98)

  • Daunting Presence. +2 to create advantages similar to Daunted with Provoke. (Peter Blake)

  • Fearsome Gaze. (requires Steely Gaze.) Your gaze is so terrifying that those faced with it can end up paralyzed with fear. This stunt is used in the same fashion as Steely Gaze, but if your opponent loses to the point of taking a consequence, he takes other consequences immediately afterwards. Even if this means he’s taken out, the target retains the option to concede after recording the consequence. (adapted from Spirit of the Century SRD, v6.16.2)

  • Master of Fear. (requires Fearsome Gaze and Aura of Fear.) You are a master of the terrifying, and can have an entire room cowering within moments. Nameless NPCs who are affected by your Aura of Fear are automatically taken out; they simply flee or faint. (adapted from Spirit of the Century SRD, v6.16.2)

  • Menacing Demeanor. When you are face-to-face with another person, gain +2 to create advantages specifically related to fear on them with Provoke. (Peter Blake)

  • Subtle Menace. You exude menace far in excess of your capability to act. Even bound and behind prison bars, you are so ripe with the promise of the awful things you could do that you’re still scary. +2 to Provoke rolls when opposed by someone in a clearly superior position of power. (adapted from Spirit of the Century SRD, v6.16.1)


  • Berserk Rage. When you suffer a physical consequence, you can invoke that consequence for free on your next attack. If you suffer multiple physical consequences, you get a free invocation for each. (Fate System Toolkit, p.34)

Satire and Mockery

  • Infuriate. Sometimes fear isn’t an option, but that doesn’t mean you can’t still get up someone’s nose. +2 to Provoke rolls whenever deliberately trying to get someone angry with you. (adapted from Spirit of the Century SRD, v6.16.1)

  • Master of Mockery. When you place an aspect such as Enraged with <Your Name Here> on an opponent, that opponent can do nothing but attack you until the aspect is overcome. (Peter Blake)

  • Poison Words. (requires Razor Tongue.) Your skill at satire is so profound that you can take a whole audience with you. During a satirical performance, advantages you create with Provoke attach to each character present. You choose to which person your free invocations apply. (adapted from Spirit of the Century SRD, v6.4.3)

  • Razor Tongue. You know how to craft the most exquisite insults. +2 to create advantage with Provoke whenever you eloquently insult a rival. (adapted from Spirit of the Century SRD, v6.4.3)

  • Teflon Troublemaker. When your Can’t Keep His Big Mouth Shut aspect is compelled to make you the target of an attack, you may immediately clear any mild consequences you currently have, instead of taking a fate point. (Fate System Toolkit, p.34)


(even though, strictly speaking, the response to seduction isn’t a "negative emotional response".)

  • Ladies' Man/Popular Gal. You’re adept at catching the eye of the opposite sex, and keeping it once you’ve got it. Any seduction attempts you make with Provoke receive a +2 bonus whenever the target is someone who could be receptive to it (this is not always a simple case of gender and preference). (adapted from Spirit of the Century SRD, v6.22.1)

New Actions

  • 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. (Fate Core, p.120)

  • The Fight in the Dog. You can use Provoke to enter the kinds of contests that you’d normally need Physique for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor. (Fate Core, p.89)

  • Imposing Attitude. For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use Provoke instead of Rapport to defend attempts to damage your reputation. (adapted from

  • 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 the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.) (Fate Core, p.120)

  • Scary. You are just someone people don’t want to cross, and that’s clear even to other intimidating folks. You may use Provoke instead of Will to defend against Provoke. (adapted from Spirit of the Century SRD, v6.16.2)

  • The Serpent’s Tongue. (requires Subtle Menace.) It’s hard not to talk to you. Not because you’re approachable, but because it seems like such a bad idea not to. Fear makes people uncomfortable, and they occasionally let things slip they would not otherwise. You may use Provoke in place of Empathy or Rapport when trying to get information out of someone in a "softer" fashion. If successfully used in this way, the target is definitely rattled - so it certainly doesn’t leave the target in the same pleasant state he might be left by one of those other skills. If used to read a character’s emotional state, the aspects revealed are limited only to those which might be expressed in the language of fear. (adapted from Spirit of the Century SRD, v6.16.1)

  • Tell Me or Else! You don’t ask nicely when there’s stuff you need to know. You may roll Provoke instead of Contacts when you are gathering information from your informants. (adapted from

  • Unapproachable. It’s difficult to try to manipulate someone when you’re constantly reminded of how scary they are. You may use Provoke instead of Will to provide defend against create advantage actions made with Deceive, Empathy, or Rapport. (adapted from Spirit of the Century SRD, v6.16.1)


  • Bad Cop. Cruelty is more effective when given a basis for comparison. Once per scene, gain +2 to Provoke when invoking an aspect created by someone who has the Good Cop stunt. (adapted from

  • Berate the Underlings. +2 to create advantage or attack with Provoke when you interact with your subordinates. (Peter Blake)

  • Favored Enemy Rattle. Choose an organisation. You gain +2 to attack or create advantage with Provoke against members of that group. (Peter Blake)

  • Not to Be Trifled With. When you make it clear how dangerous you are, roll Provoke against your target’s Will. If you succeed, that target will not attack you or willingly come near you unless you take action against him first. If you succeed with style, neither will anyone with a lower Will than your target. (Fate System Toolkit, p.35)

  • 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 their attention away from another target. (Fate Core, p.120)

  • Scare 'Em Straight. You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. +2 to Provoke when using it to frighten someone under your authority (e.g. students for a teacher). (adapted from

  • The Promise of Pain. (requires Scary.) Once per conflict, you can force the opponent to use a mild consequence instead of a 2-point stress box on a successful Provoke attack. (adapted from Spirit of the Century SRD, v6.16.2)

  • Steely Gaze. (requires Scary.) Your unflinching gaze can lock an opponent in place. When you look an opponent in the eyes and successfully create an advantage with Provoke, both of you can only take Provoke actions against each other until one of you takes a consequence, concedes, or is interrupted (by, say, a gunshot). (adapted from Spirit of the Century SRD, v6.16.2)

  • Street Talk. +2 to Provoke when dealing with the inhabitants of slums. (Peter Blake)

  • Torturer. You have the complete lack of mercy that is needed to torture someone properly. Once per scene, when you force an opponent to take a consequence instead of mental stress, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out. (adapted from

  • Wounds From a Friend. It’s hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your successful Provoke attacks on their close associates inflict two additional stress. (adapted from