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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.