Yes, you do exactly what the move says.
Verb whipping means you are kicked out of your game and release tension by slamming on someone you love, usually another teammate. You must immediately incite them to take reckless action, or you must take advantage of your influence over them to impose a condition on them – any condition. These are the only actions that satisfy "taking it verbally".
– masks, p.75, "Options for taking a powerful hit", it is me who underlines.
"(Lady Faust says) & # 39; You knew, didn't you? That your status as a portal to another kingdom made your mother mad? & # 39;"
"Oh man," said Grace (, playing at dusk). "I didn't know that. Oh, man."
"Yeah," I said. "I think it means you are taking a powerful blow. The revelation hits you hard." Grace rolls to take a powerful blow. Fortunately, she has no marked conditions, so she gets +0 and gets an 8.
"I choose to take it out on a teammate. Vertex may be making a move, to get closer to me, and I turn around and slap him:" Get away from me! Come back! Get out of here! " I cause him to leave me alone with Lady Faust."
– masks, p.76, "Examples for Take a Powerful Blow", it is me who underlines.
Yes, you must satisfy the DOJ's judgment as to what constitutes reckless action. No, that doesn't have to be consistent with anything other than the overall tone of the game so far. You are a teenager who just found out that they killed their own mother, will you do reasonable and carefully formulated requests? Even if Vertex has no intention of leaving Dusk alone, even if he tries to think that Dusk doesn't really mean that, the pain behind these words will always eat into his head.
So, a few other things to consider. The first is that "Take a Powerful Blow" is a dramatic film about fiction – if a lightning bruise makes your abdomen work like a speed bag, it's only a powerful blow. A mighty blow should move the fight to a different goal in the same way that you advance fiction with each other movement.
The second is that you slightly underestimate the team. In the best possible circumstance, you have four teams to last you a whole fight scene, and no way to get more without an extreme chance or special playbook options. You can spend up to the size of the team (if the acting person is willing to be selfish) as a bonus on a throw! A team point is not a joke.
Third is that you overstate the chances of an "empty Provoke", one where you can just choose to offer Team, a little. There are exactly three numbers that you can roll on the dice to get there and in the best possible circumstances, it's not even a coinflip that they will appear. You get a 10+ and the whole fork engages, you get a 6 and the GM gets another bite of the apple. If you land exactly in the middle, you may be relieved to have dodged a ball!
And when Vertex refuses, well, the scene continues to move. Lady Faust must really insist – for the health of the poor darling, you see – and a fence of runes springs from the ground at your feet, Vertex! What are you doing?