Difference between revisions of "Taunt"

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Typically used with: '''Persuasion'''.
 
Typically used with: '''Persuasion'''.
  
Taunt is similar to Intimidate in certain regards.  Instead of an imposing demeanor, a character with ranks in Taunt uses a litany of verbal jeers and jabs to upset opponents.  While intimidation instills fear, taunting entices anger, which quickly leads to slip-ups.
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In short: provoke. Taunt is similar to Intimidate in certain regards.  Instead of an imposing demeanor, a character with ranks in Taunt uses a litany of verbal jeers and jabs to upset opponents.  While intimidation instills fear, taunting entices anger, which quickly leads to slip-ups.
  
You can use Taunt during combat to incite rage from a single opponent, imposing −2 penalties on all of his or her attack, defense, ability, and skill rolls during the encounter. Performing such an action takes 4 [[AP]]. Each time you or your allies successfully Taunt an opponent, the penalty in increased 2 (for example, if you Taunt an opponent twice, it takes −4 to its rolls). An opponent can have a maximum penalty of −8 in this manner.
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Taunting another character in combat takes 4 [[AP]]. You may attempt to Taunt any creature that hasn't gained the ''unfeeling'' condition.
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{{section|Tormenting|}}
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'''Opposed Roll'''. During combat, you can use Taunt to incite rage from a single opponent, increasing their chances of mistakes and carelessness. Make a Taunt check opposed by the opponent's [[Virtue]] check. If your result is highest, your rude gestures and stinging comments hit their mark, and they're ''pissed''. They gain the ''rattled'' condition. A single opponent can only be intimidated in this manner once per encounter.
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{{section|Signaling|}}
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'''Opposed Roll'''. You can also use this skill to steal an opponent's attention. Make a Taunt check opposed by their Virtue check. If your result exceeds theirs, they look your way with great annoyance and gain the ''distracted'' [[condition]]. If your opponent rolls a [[Critical Failure]], the first attack from anyone but you catches them ''wide-eyed'' (see ''Chapter 10: Combat''). The effects of failure last a single round.
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Instead of imposing the ''distracted'' condition for one round, you can opt to turn an opponent's violence toward yourself, drawing it away from an ally. This is extremely useful when a comrade is outnumbered or outmatched.
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{{section|Alienating|}}
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'''Opposed Roll'''. A good insult can make sworn enemies out of close friends. Make a Taunt check opposed by their [[Discern]] check. If your result is highest, you may worsen their [[Disposition]] toward you. For each 5 points of difference, you worsen the creature's Disposition by one level. You can only attempt this once per day per creature.
  
{{section|Difficulty|Taunt is an opposed roll, so there are no set difficulties.}}
 
{{section|Opposed Rolls|Taunt is always opposed by a target's [[Discern]] using [[Self-Control]] as the key ability instead of Insight.}}
 
{{section|Time|Taunting opponents in combat takes 4 [[AP]].}}
 
{{section|Retry|Failed Taunt checks can be retried at a cumulative −5 penalty each time.}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 14:38, 13 January 2021

Typically used with: Persuasion.

In short: provoke. Taunt is similar to Intimidate in certain regards. Instead of an imposing demeanor, a character with ranks in Taunt uses a litany of verbal jeers and jabs to upset opponents. While intimidation instills fear, taunting entices anger, which quickly leads to slip-ups.

Taunting another character in combat takes 4 AP. You may attempt to Taunt any creature that hasn't gained the unfeeling condition.

Tormenting

Opposed Roll. During combat, you can use Taunt to incite rage from a single opponent, increasing their chances of mistakes and carelessness. Make a Taunt check opposed by the opponent's Virtue check. If your result is highest, your rude gestures and stinging comments hit their mark, and they're pissed. They gain the rattled condition. A single opponent can only be intimidated in this manner once per encounter.

Signaling

Opposed Roll. You can also use this skill to steal an opponent's attention. Make a Taunt check opposed by their Virtue check. If your result exceeds theirs, they look your way with great annoyance and gain the distracted condition. If your opponent rolls a Critical Failure, the first attack from anyone but you catches them wide-eyed (see Chapter 10: Combat). The effects of failure last a single round.

Instead of imposing the distracted condition for one round, you can opt to turn an opponent's violence toward yourself, drawing it away from an ally. This is extremely useful when a comrade is outnumbered or outmatched.

Alienating

Opposed Roll. A good insult can make sworn enemies out of close friends. Make a Taunt check opposed by their Discern check. If your result is highest, you may worsen their Disposition toward you. For each 5 points of difference, you worsen the creature's Disposition by one level. You can only attempt this once per day per creature.