** Compel
When you attempt to persuade someone to do something, envision your approach and roll. If you...
  - Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
  - Threaten or incite: Roll +iron.
  - Lie or swindle: Roll +shadow.

On a *strong hit*, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to [[file:../adventure/gather-information.org][Gather Information]], make that move now and add +1.

On a *weak hit*, as above, but they ask something of you in return. Envision what they want ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure).

On a *miss*, they refuse or make a demand which costs you greatly. [[file:../fate/pay-the-price.org][Pay the Price]].

*** Details
:PROPERTIES:
:visibility: folded
:move-stats: heart iron shadow
:END:

When you act to persuade someone to do as you ask, or give you something, make this move. It might be through bargaining, or intimidation, charm, diplomacy, or trickery. Use the appropriate stat based on your approach, and roll to see what happens.

This move doesn’t give you free rein to control the actions of other characters in your world. Remember: Fiction first. Consider their motivations. What is your leverage over them? What do they stand to gain or avoid? Do you have an existing relationship? If your argument has no merit, or your threat or promise carries no weight, you can’t make this move. You can’t intimidate your way out of a situation where you are at a clear disadvantage. You can’t barter when you have nothing of value to offer. If you are unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]], “Would they consider this?” If the answer is yes, make the move.

On the other hand, if their positive response is all but guaranteed—you are acting obviously in their best interest or offering a trade of fair value—don’t make this move. Just make it happen. Save the move for times when the situation is uncertain and dramatic.

On a *weak hit*, success is hinged on their counter-proposal. Again, look to the fiction. What would they want? What would satisfy their concerns or motivate them to comply? If you accept their offer, you gain ground. If not, you’ve encountered an obstacle in your quest and need to find another path forward.

If you promise them something as part of this move, but then fail to do as you promised, they should respond accordingly. Perhaps it means a rude welcome when next you return to this community. If they are powerful, they may even act against you. If you share a bond, you would most certainly [[file:test-your-bond.org][Test Your Bond]]. Your actions, good or bad, should have ramifications for your story beyond the scope of the move.

On a *miss*, they are insulted, angered, inflexible, see through your lies, or demand something of you which costs you dearly. Their response should introduce new dangers or complications.

Compel may also be used to bring combat to a non-violent conclusion. Your approach dictates the stat you use—typically +iron when you threaten with further violence, +heart when you attempt to surrender or reason with them, and +shadow when you use trickery. Your foe must have a reason to be open to your approach. If unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].

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