Seduce

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Typically used with: Personality.

In short: charm them. 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, get someone's attention, or tempt a person (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.

Seduce can be used in a romantic or sensual manner. It can also be used to tempt another; appeal to their darker side. 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 +8

Trying to make someone notice you, for instance get the attention of an attractive conquest across the room, it's a set difficulty. The more people that are in the area, the harder it is to catch someone's attention.

Difficulty DL
A place with few people 10
A place with a moderate draw of patrons 15
A crowded place 20

Opposed Rolls

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

Retry

Failed Seduce checks can be retried at a cumulative −2 penalty each time.