Straightforward or hidden in a sentence, a single word with your power behind it can force a target’s mind to obey most any simple command.
Challenge Pool: Charisma + Intimidation vs. Intelligence + Resolve
Cost: Free
System: To Compel an individual, expend a standard action and speak a simple order, up to three words, for your target to immediately fulfill. You may also gesture as part of your order for additional context. If you succeed in an opposed challenge, your target must obey you. The subject will spend her next two turns attempting to carry out your order.
Your command must be clear and straightforward: run, fall, yawn, jump, laugh, stop, go, scream, or follow are good examples. The target of Compel will attempt to take context into account. If you point at a door and Compel your victim to “Leave!” she will attempt to leave via the door you indicated (as opposed to using a different door or jumping out of a window). Compel may be part of a sentence in order to conceal the power’s use, such as, “I’m afraid I must ask you to leave this house at once!”
If a use of Compel is confusing or ambiguous, the subject may respond with less accuracy or perform her task poorly, as she struggles to understand what’s been asked of her. Compel cannot rob your target of the ability to defend herself. The Storyteller is the final arbiter of whether or not a Compel is being appropriately followed.
Compel may be used in combat.
Duration: Two turns