All warriors look for ways to intimidate and provoke their enemies, few took the art to such heights as the naked and painted warriors of the ancient British tradition who, if you believe the accounts of Julius Caesar in Gaul, charged the Roman lines with the heads of their enemies tied to their bodies and their horses. Though even the Picts do not fight like that anymore, psychology will always play an important part in any battle — even the ones fought without weapons.
- Overcome: You will likely use Daunt primarily in contested rolls against Endure, though for some particular cases the GM might provide a set difficulty.
- Create an Advantage: You can use Daunt to create any number of advantages for yourself, usually by placing aspects on someone that you can then compel or invoke against them, like Too Angry to Think Straight or Terrified of Me. They will generally get to roll Endure against you.
- Attack: You can use Daunt to harm your enemy psychologically. Consequences probably refer to psychological problems like a broken will or lasting trauma. Being taken out with Daunt could mean anything from a sudden breakdown to running away, to the experience of gwyllt hinted at in ancient Welsh poetry.
Much of the British warrior tradition lies not in Fight, but in Daunt. The right stunts here could turn you into a menacing Celtic warrior, a staunch protector, or a truly cruel villain.
Terrifying Gaze: You can pay a point of valor to immediately place Terrified of [Your Name] as a boost on anyone you look at as a free action.
Acid Tongue: Choose one: religion, sexuality, family, or appearance. When you make an attack with Daunt to throw an insult at someone with reference to this area of their life and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
Wicked Tongue: Requires Acid Tongue. Choose a second area for your Acid Tongue stunt.
Revealed in Pain: Requires Acid Tongue. When your Acid Tongue stunt places a situation aspect on someone, you can pay a point of valor to learn their instinct aspect.
Taunt: If you try to create an advantage in a contest with Daunt and fail, you can still make a contest roll for that round.
Not to Be Trifled With: When you make it clear how dangerous you are, roll Daunt against your target’s Endure. 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 Endure than your target.
Challenge: You do not need to pay a fate point to compel an enemy with the situation aspect [Your Name]’s Challenge to get her to attack you instead of some other target, if you are both in the same zone.
Champion: Requires Challenge. When you succeed or tie in a defense roll against an enemy with the situation aspect [Your Name]’s Challenge, add two shifts to your result.