He wants to make a couple Stunts that let him:
1) Cause every bad guy in the area to be forced to attack him with their next action
2) Cause every bad guy who fails an Intimidation vs. Discipline roll to run away
Forgive me for being Emphatic: No, no, no no.
Zone wide, targeted maneuvers are too powerful and I don't even allow them for spellcasting.
You can't do zone-wide maneuvers with magic. You can only create scene aspects. If a player invokes that scene aspect for effect, they'd better be ready to reap the rewards and consequences themselves. You'll notice on page 252 that zone-wide applications only work for attacks and blocks. They aren't covered under maneuvers.
Spending 1 fp(or a tag) to lay the smack down on multiple enemies is way too much bang for your buck.
Scene aspects are fine, but they can, generally, be used against whoever set them up. Things like dark, slippery, bad terrain are all double-edged swords.
If you want to target multiple people, do as AgentSchneider suggests and have them be spray attacks.
FYI, Provocation is already a trapping of Intimidate and there is already a stunt for that trapping (Infuriate) that does exactly what he wants:
Infuriate: Scaring people isn’t your forte; seriously
pissing them off, on the other hand, is right
up your alley. Gain +2 to any roll when deliberately
trying to get someone angry with you (a
social or mental attack or a maneuver with such
a goal). Any consequences (such as grudges) or
temporary aspects that result must name you as
the source and target of the anger.
(I bolded the last part - because it's important for what he wants to do with his character)
I use this stunt for a character constantly. I create an aspect on someone, then invoke for effect to compel them to attack my character.
Or, I put up (as Haru suggested) an intimidation block on all allies except myself. Making my character the logical choice for an attack.
If I want to hit multiple targets with a maneuver, I use the spray attack rules.
I'd let him take a stunt that lets him get a +1 for each additional person he targets for the purposes of spray attacks. (the bonuses must be spread equally among all targets).
-Regarding Running away.
That sounds like a Take-Out action. So, he could do an Intimidate as a social/mental attack as part of combat (since intimidate allows that) and a concession or Take Out would be them fleeing from the combat. But, once again, that would only affect 1 target unless he sprays the attacks.
There also has to be an Imbalance of Power. So the Boss Bad Guy will, likely, get a +2 to all defenses if he's still got all his mooks defending him. A being that is immune to physical damage will, likely, be immune to Intimidate as well since he's got nothing to be frightened of.
Doing a maneuver to 'strike fear' in an enemy could be used to compel someone to not attack for a round, or hesitate or, even, go on the full defense for an exchange. Running away for the entirety of the combat is a bit too powerful.
But a stunt to get a +1 or +2 to strike fear in them is a legitimate stunt.