I don't have my books on me, and i'm in the middle of having a discussion about Maneuvers... Is there anyway anyone here could refresh my memory with a reader's digest version of what I need to know about them?
Nutshell: Difficulty 3 (or defender's roll, whichever is higher) to apply a temporary aspect on the scene or target. You get one free Tag. Shifts of effect are additional invoke usages (but you have to use fate points).
how are they applied in a fight?
"I am going to try to the nerd an atomic wedgie." Roll Might vs. Nerd's Athletics to apply "Uncomfortable Underwear" to the Nerd.
How many successes are required to place one though evocation?
Evocation maneuvers require 3 shifts of power get just the free tag. Each extra shift is another tag of stickiness.
How long do they last? (both though traditional maneuvers and through evocation-style ones).
Generally the scene, until used up, or until removed with a maneuver.
What else do I need to know about them?
Also as an additional question - how powerful can you make a compel from a maneuver? I understand about causing someone to drop their weapon by placing the "disarmed" maneuver on someone, but what if you threw sand in their eyes and compelled them not only to miss, but to shoot someone else by accident?
The compel should be related to the aspect. So for it to be powerful (do exactly what you want) it needs to be specific, which may make it is harder to invoke/tag for more uses.
An evocation maneuver of "Scatter the Scourge!" (a blast of force to scatter a pack of ghouls so the heroes can try to escape) is basically a compel for them to "be moved aside." You can't easily use that same aspect to punch one ghoul in the face.