Difference between revisions of "Seduce"
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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. | 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. | + | 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. |
− | + | You may Seduce any ''elemental'', ''human'', or ''legendary'' creature. Failed Seduce checks can be retried at a cumulative −2 penalty each time. | |
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− | + | {{section|Tempting|}} | |
+ | While you can use an [[Intimidate]] check to coerce someone into action, you can use a Seduce check to lure them into following your suggestions (or following you home). There's no point in tempting allies into obeying your commands — anyone whose [[Disposition]] is ''benign'' or better will help you anyway. Make a Seduce check opposed by their [[Virtue]] check. If your check is higher, the creature gives into temptation and follows your advice. This effect lasts as long as you're in their presence for up to an hour. Once you leave, they may come to regret what they've done, but their Disposition toward you isn't changed. | ||
− | {| | + | For this to be carried out successfully, you need to present desirable rewards for their compliance. If you're trying to get a politician to back your cause, bring a sack full of coins. To recruit nobles into your conquering army, offer them positions of power. You can even offer up your services as a reward, as most people need things done for them (or ''to'' them, you pervert). Be careful when you tempt others into submission. Bribery, adultery, and prostitution might be crimes depending on your location. |
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− | | | + | {{section|Befriending|}} |
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− | | | + | {{section|Enthralling|}} |
− | | | + | By turning up the charm and shooting an inviting smile across the room, you can capture the gaze of others and keep them fixated on you. |
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− | + | Roll a Seduce check opposed by their Mind Control check. If your result is higher, you mesmerize them. Since they're enthralled by your performance, they take a −2 penalty to [[Perception]] checks made to realize someone is pickpocketing them. If your opponent rolls a [[Critical Failure]], they gain the ''wide-eyed'' [[condition]] for the first attack from anyone but you. | |
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[[Category:Skills]] | [[Category:Skills]] |
Revision as of 18:33, 4 July 2019
Typically used with: Charm.
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.
You may Seduce any elemental, human, or legendary creature. Failed Seduce checks can be retried at a cumulative −2 penalty each time.
Tempting
While you can use an Intimidate check to coerce someone into action, you can use a Seduce check to lure them into following your suggestions (or following you home). There's no point in tempting allies into obeying your commands — anyone whose Disposition is benign or better will help you anyway. Make a Seduce check opposed by their Virtue check. If your check is higher, the creature gives into temptation and follows your advice. This effect lasts as long as you're in their presence for up to an hour. Once you leave, they may come to regret what they've done, but their Disposition toward you isn't changed.
For this to be carried out successfully, you need to present desirable rewards for their compliance. If you're trying to get a politician to back your cause, bring a sack full of coins. To recruit nobles into your conquering army, offer them positions of power. You can even offer up your services as a reward, as most people need things done for them (or to them, you pervert). Be careful when you tempt others into submission. Bribery, adultery, and prostitution might be crimes depending on your location.
Befriending
Enthralling
By turning up the charm and shooting an inviting smile across the room, you can capture the gaze of others and keep them fixated on you.
Roll a Seduce check opposed by their Mind Control check. If your result is higher, you mesmerize them. Since they're enthralled by your performance, they take a −2 penalty to Perception checks made to realize someone is pickpocketing them. If your opponent rolls a Critical Failure, they gain the wide-eyed condition for the first attack from anyone but you.