Compelled
A compelled creature can act normally so long as they obey the instructions given to them for a certain number of actions. Each interval they try to disobey or subvert these instructions (as determined by the GM), they must make a Will save against the effect DC before completing the violating action.
Critical Success: As a success but minimum damage and staggered 1.
Success: The compelled creature takes 1d10 nonlethal mental damage per tier of the effect and are staggered 2 for 1 interval but can otherwise act normally for that interval.
Failure: The compelled creature loses a surge and their affected actions are controlled by the GM for 1 interval of the effect's duration.
Critical Failure: As a failure but the duration is the entire remaining duration of the effect, not just one interval.
Using the Resist action to resist a compulsion counts as violating the compulsion.
A compelled creature is not automatically aware they are being controlled while it's happening but usually becomes aware they were being compelled afterwards if it is brought to their attention.
If compelled to do lethal harm themselves or allies, the incapacitation type is added to the effect for the remainder of its duration or until the command is rescinded (whichever occurs first).
Compelling a creature to do something contrary to their nature (such as telling a greedy person to give up money or kind person to be cruel) grants them them advantage to theirs saves against the compulsion. Conversely, compelling them to do something they already want to do imposes disadvantage. The GM interprets and determines these modifiers, based on a character's alignment, motivations, aspirations, reputations, secrets, and influences.
For example, a lawful paladin told to restrain his allies wouldn't necessarily get a bonus to their saving throws, as arresting people is something he would likely do. However, executing a foe without a fair trial may be against their code of honor, so being told to kill allies would grant them a bonus to resist the command.
Stage 1: Only reactions and free actions affected.
Stage 2: Also 1st action every round.
Stage 3: Also 2nd action every round.
Stage 4: All actions affected.