You issue a simple psychic command to your victim, compelling them to obey against their will. Choose a creature within Short Range. The target must make a Routine (+20) Discipline (Psychic) Test Opposing your Manifest Test. If you win, you immediately declare one Action or Movement the target will take on its next turn, and the target must carry it out before it does anything else. Whether you win or lose the Opposed Test, the target is aware that you compelled them.
Compel
Attributes
Unorganized
Warp Rating
2
Difficulty
20
Range
Short
Target
1 Creature
Duration
Instant
Attributes
Unorganized
Warp Rating
2
Difficulty
20
Range
Short
Target
1 Creature
Duration
Instant