URGES
(granted)
When the GM compels you to act on your impulse, gain 1 Favor if you act as bidden. If you resist, roll +WIS: on a 10+, your actions are your own; on a 7-9, choose 1:
- Struggle for control until something/one snaps you out of it
- Start acting as compelled, putting yourself or an ally in a spot before you regain control
- Harm yourself (d6 damage, ignores armor) to regain control
On a 6-, you come to your senses later, having done gods-know-what.
When you act on your impulse without being compelled to do so, and your actions cause you or your allies trouble, gain 1 Favor.