Seduce

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Typically used with: Personality.

This is the one skill that has single-handedly been responsible for countless nightcaps. Courtesans, spies, and escorts are excellent users of the Seduce skill. It can be used to improve the mood of another who prefers your gender romantically (see the Negotiate skill for details about mood improvement). A creature that has been Seduced can generally be made to do anything reasonable the seducer wishes.

It might be noted that while negotiation carries a somewhat "all-business" quality to the resultant mood, seduction implies a much more relaxed atmosphere, bordering on friendship or intimacy. The GM may rule that a particular person cannot be negotiated with, but is only susceptible to seduction, or vice versa.

Difficulty

A Seduce check has no set DL, but some situational modifiers may apply.

Example DL
Minor resistance: The seducer isn't the target's type +2
Medium resistance: The target doesn't prefer the seducer's race or gender (but is still open to it) +4
Strong resistance: The target has sworn celibacy, or is racist against the seducer +10

Opposed Rolls

Seduce rolls are always opposed by a Discern check with Self-Control as the key ability.

Retry

Failed Seduce checks can be retried at a cumulative −5 penalty each time.