= 2
Vendjome
3
6
= -3
Aprina
5
4
= 1
So, while a typical Oretean is likely to need to seduce a typical Mund, a typical Vendjomois is in turn likely to need to seduce a typical Oretean. This will not always follow for individuals, but the principle holds true.
On encountering any human individual of the opposite sex the seducer has the choice of making an advance, but if they decide against it they must make a roll of the six dice. Any triple and they are obliged to make an attempt at seduction. If any two characters have the same difference any PC involved becomes the seducer, or if two PCs are involved they must make a roll, highest score wins.
Seduction follows a simlar system to combat, with those involved playing out a conflict with Seduction Points against Resistance Points. To calculate these, the seducer should first choose any one of the eight Additional Attributes, according to how they want to play out their attempt at seduction. They should then add their Game Points in Experience to those in whichever attribute has been chosen, along with any appropriate bonuses from the following table of perfumes and potions -
Effectuant
Bonus
Qualification
Perfume of Hai
2
Works only on males
Perfume of Vendjome
3
Works only on males
Perfume of Oretes
4
Works only on males
Perfume of Aprina
5
Works only on males
Ythan preparation
10
Works on males and females
Male Nymph musk
50
Works only on females
Female Nymph musk
50
Works only on males
Goblin musk
100
Works only on females
Resistance Points should be calculated in the same way, but without the above bonuses. The figure should then be adjusted according to the following table, which shows the degree to which each people is intrigued or repelled by the others. For example, the highly civilised Aprinians find the great size and raw power of the Aeg fascinating, while the Aeg respond almost as strongly to the Aprinian habit of wearing as much body jewelry as clothes. On the other hand, the Mund consider the Makeans repulsive in every way, while the Makeans find the Mund beautiful but cold and savage. Peoples do not necessarily find their own kind especially appealing, and in certain cases, such as the attitude of Arpinians to Makeans, the interest is best described as erotic horror.
Seducer ->
Aeg
Mund
Hai
Ythan
Makea
Oretes
Vendjome
Aprina
Seduced
|
Aeg
0
-2
-1
2
3
2
3
-6
Mund
-2
-4
-2
3
6
1
4
-5
Hai
-3
-2
-3
-1
-2
0
0
-3
Ythan
-4
-3
-2
1
1
0
-2
-4
Makea
-5
-3
-6
0
2
-1
-4
-4
Oretes
-3
-4
-4
1
1
-3
-3
-4
Vendjome
-6
-5
-8
-2
-2
-4
-2
-5
Aprina
-8
-6
-4
-3
-4
-1
-3
-2
For example, if you are an Aeg trying to seduce a Makean you will find you exert considerable fascination, albeit mainly for your potential value as a slave, and the Makean’s Resistance Points are reduced by five. If you are a Makean trying to seduce an Aeg, on the other hand, they are likely to consider you both underdeveloped and physically unappealing, so the Aeg adds 3 to their Resistance.
Certain special cases exist for the seduced, in which case they should adjust their Resistance Points according to the following table –
Case
Adjustment
Effect
Highborn Mund maidens
20
Conflict must be in Power
Highborn Aeg maidens
10
Conflict restarts in Power on any triple
Other virgins
5
No special effect
Erotic Professionals
-10
Conflict must be in Wealth
Slaves
-10
No special effect
Slave to the Seducer
-20
No special effect
Having calculated both Seduction and Resistance Points, the conflict is then played out in the normal fashion, with sixes built if the appropriate Additional Attribute is in use. The Seducer always throws first. Both the seducer and the seduced can lose their cool, on throwing a quadruple, which breaks the seduction attempt.
If the seducer wins the conflict they gain 1 Glory Point and steal another from the seduced, unless the seduced chooses to initate a new conflict at the cost of 2 Glory Points. If the seduced wins they have succesfully resisted seduction and gain 1 Glory Point but do not steal. The Seducer must wait until the next round before making another attempt.
Persuading somebody to dalliance is all very well, but there may be certain obstacles to overcome. These should be approached according to the normal rules governing conflict with an inanimate object.
Object
Resistance
Aeg clothing
2
Mund clothing
3
Aeg purity girdle (brass)
10
Mund purity girdle (silver)
12
Full body purity sheath (silver)
15
Dwarven steel purity girdle
25
Dwarven spiked and jawed sheath
50
Any conflict in wealth is effectively an attempt by the Seducer to have the seduced prostitute themselves. Different peoples have different attitudes to prostitution and Resistance should be adjusted as follows –
Character
Resistance
Aeg
2
Mund
10
Hai
-2
Ythan
-5
Makea
-10
Oretes
4
Vendjome
-4
Aprina
0
Having overcome both the resistance of the seduced and any material barriers, the Seducer may now indulge themselves, but using only the more conventional techniques.
Orgy Rules
As with negotiation and combat, groups can indulge in seduction. The difference between Allure and Greed is calculated as the average to determine which group acts as Seducers. The figures in the table of intrigue and repulsion should be multiplied by the number of seducers when calculating the Resistance Points, unless the seducers choose power or craft.
A further adjustment should then be made, according to how each people react to group sex. The Mund, for example, are usually monogamous, while the Aprinians regard group sex as normal social experience and less intimate than sex between just two people.
Adjustment
Aeg
5 for the first additional seducer
2 for each subsequent seducer
Mund
10 for the first additional seducer
4 for each subsequent seducer
Hai
-5 for the first additional seducer
-3 for each subsequent seducer
Ythan
0
0
Makea
2 for the first additional seducer
-1 for each subsequent seducer
Oretes
3 for the first additional seducer
-1 for each subsequent seducer
Vendjome
-2 for the first additional seducer
-2 for each subsequent seducer
Aprina
-10 for the first additional seducer
-2 for each subsequent seducer
A group is always less effective than the sum of its parts, so the usual levies apply to both Seduction and Resistance Points, 80% of the total for two people, 70% for three and so on. As with Combat, the maximum ratio of Seducers to Seduced is 5:1, although there is no opportunity to refresh before a second attempt is made by any spare Seducers. Should the group resistance points fall below zero then the seduction is an automatic success. The seduced can continue to struggle at a cost of 2 Glory Points.
Following a succesful orgy, each PC involved as a seducer gains 1 Glory Point and is able to steal further 1 Glory Point. If a group has also been seduced, then Glory Points are stolen from NPCs first, then PCs starting with whoever has the greatest gap between Allure and Greed. (See Example 5.)
Depravity
When attempting a seduction you can chose to go for straightforward sex or something a little more spicy, which increases the risks but also the rewards. Different peoples have different penchants and taboos to differing degress, but each has one preferred penchant and one exceptionally strong taboo.
The Aeg, who enjoy their sex but set a great deal of store by virginity and rank, regard sodomy as a sensible to enjoy themselves without awkward consequences, while the fastidious Aprinians regard it as thoroughly unhygienic. In turn, the Aprinians horror of slavery is reflected in a taste for bondage during sex but the Makeans, who practise slavery all the time, see bondage as quite unsuited to free citizens. Meanwhile, Makean men make no great distinction between pleasuring themselves with each other and with their women folk, whereas to suggest a homosexual encounter to a male Aeg is to invite the insertion of not his penis but his axe.
In Mund, where premarital sex is out of the question for highborn women, lesbianism is common practise, while spanking represents an unendurable humiliation. Oreteans, on the other hand, regard a good spanking as an essential part of foreplay but are horrified by lesbianism. The Hai like nothing better than a touch of the grotesque, even to the extent of wealthy ladies keeping goblin pits as an act of conspicuous consumption, but they hate to spoil their own beauty in any way and will go to the pit immaculately groomed. In Ythan, by contrast, an invitation to wallow together in warm mud is every bit as enticing and suggestive as a present of confectionary or flowers, yet the suggestion that whipping might add to an erotic encounter would be deeply shocking. Then again Vendjomois use whipping both for stimulation and to display sexual dominace but are constant in their search for beautiful partners and deplore the grotesque.
Table of penchants and taboos -
People
Penchant
Taboo
Aeg
Sodomy
Gay male sex
Mund
Lesbianism
Spanking
Hai
Grotesquerie
Soiling
Ythan
Soiling
> Flagellation
Makea
Gay male sex
Bondage
Oretes
Spanking
Lesbianism
Vendjome
Flagellation
Grotesquerie
Aprina
Bondage
Sodomy
An NPC seducer will always choose their people’s preferred penchant, plus others as the GM sees fit, but will avoid their taboo. PCs can make their own choice, but cannot select their own people’s taboo unless their Greed exceeds their Wisdom by 10 Points and even then it is not really to their liking. Indulging a penchant increases any seducer’s enthusiasm and they should add a bonus to their Seduction Points from the following tables -
Depravity
Sod
Les
Gro
Soil
Gay
Span
Flag
Bond
Aeg
10
8
-2
2
-10
-6
The Maiden Saga: Role Playing Game Page 11