compelling system detail (Compelling System)
Compelling is the system for supernatural pressure on a character's
thoughts, feelings, urges, beliefs, or body. It creates retained
instructions that can persist as character messages until they
expire, are satisfied, or are broken.
Use Compelling when a power, origin, curse, or staff-adjudicated
effect says your character can impose that kind of pressure. It is
not a replacement for ordinary persuasion or consent negotiation.
Common Commands:
compel <target>
Open the generic guided menu for creating a compel against a target.
suggest <target>
Open the Suggestion menu. The suggestion is carried by a spoken
phrase and uses Level 1 Compelling.
command <target>
Open the Command menu. The command is carried by a spoken phrase
and uses the limited Level 2 immediate-command path.
mesmerize <target>
Draw a target into a 30-minute trance. Mesmerism is not a compel,
but it makes later Compelling and Persuasion easier.
compel list
Show the current compel text affecting you. For numbered,
actionable lists, use `satisfy list` or `breakcompel list`.
resist
Fight a pending compel or mesmerism trance when a resistance
prompt appears.
accept
Let a pending compel or mesmerism trance in.
satisfy list
Show active conditional compels you can fulfill.
satisfy <number>
Mark a conditional compel fulfilled after you act on it.
breakcompel list
Show current compels you can break.
breakcompel <number>
Spend 10 Story Points to break a compel with a narrated story action.
Creating A Compel:
Type
The menu offers only message shapes your access allows, such as
feelings, wants, needs, beliefs, or body-level instructions.
Text
This is the instruction the target experiences. The menu previews
the final wording before you confirm.
Drives
You may tie the compel to up to two of the target's drive poles.
Drives can make resistance easier or harder depending on whether
the instruction leans with or against the target's nature.
Duration
Some compels happen right now. Some last for hours or a day.
Conditional compels last until satisfied. Long and permanent
durations are limited by access and may cost Story Points.
Long duration costs 1 Story Point. Permanent duration costs
5 Story Points.
Triggers
Higher-level compels may wait for a phrase or coded event before
becoming active.
Suggestion and Command use spoken triggers. The creator enters a
spoken phrase close to the compel text. The target receives the
resistance prompt when that phrase is spoken in RP.
The spoken phrase should share one or two important words with
the compel text. The matcher is not deeply semantic: `me` can
stand in for the speaker, but unrelated synonyms may not pass.
Spoken Trigger Examples
Compel text: come with John
Passes: Come with me; Come along
Fails: Drop the knife
Compel text: tell John the truth
Passes: Tell me the truth
Fails: Be honest with me
Receiving A Compel:
A connected target receives a resistance prompt before the compel
lands. `resist` fights it and costs the shown Stress. `accept`
lets it in. The prompt lasts five minutes. If the prompt expires,
the compel is accepted.
Active compels appear through the persistent message system so the
instruction is not lost between sessions. Persistent messages are
redelivered until the compel expires, is satisfied, or is broken.
Mesmerism:
Mesmerism is a separate trance state, not a retained instruction.
`mesmerize <target>` prompts the target to resist for Stress using
Level 2 compel-style Psychic versus Resolve math, without drive
modifiers. If the target accepts or the prompt expires, the trance
lasts 30 minutes.
While mesmerized, a character seems glassy-eyed when looked at.
They pay extra Stress to resist Compelling, and Persuasion
resistance against them is reduced by half.
Ending A Compel:
Timed compels fade on their own. Conditional compels can be cleared
with `satisfy` after you fulfill them. Current unresolved compels
can be broken with `breakcompel` if you pay the Story Point cost
and record how your character broke it.
Notes:
- Available creation choices depend on the source of your access.
- Command-style access offers only an immediate conditional command.
- `suggest` and `command` are the clearest player commands for the
Suggestion and Command talents. `compel` remains the general
Compelling entry point.
- Soulbound Hold access may allow remote Compelling, but not permanent duration.
- Resisting can add backlash Stress to the compeller.
- Compels are coded RP pressure, not an OOC consent override. Intense
sexual, coercive, torture, or gore content still needs normal player
consent and check-ins.
- Staff-only adjudication and cleanup commands are not part of
player help.
Supernatural