Difference between revisions of "Charm (Action)"
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==== Gambling ==== | ==== Gambling ==== | ||
− | When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. The Outcome is a bonus on your next roll. If you get an Outcome matching your opponent's [[Mind (Action)|Mind]], you win. As in any fight, various stylish stunts can give you a bonus. | + | Basic Action |
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+ | When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. The Outcome is a bonus on your next roll. If you get an Outcome matching your opponent's [[Mind (Action)|Mind]], you win. As in any fight, various stylish stunts can give you a bonus. Your stake is raised before each roll you make; refusing to raise ad roll means you forfeit the game. Rigged games give the cheater a bonus of +3, or possibly even more for complex cheats. | ||
=== Seduction === | === Seduction === |
Revision as of 09:42, 19 May 2008
Heroic Action Role-Play |
Acting & Disguise
You can play out an assumed role with an opposed Charm roll. Against people with only limited knowledge of your assumed role, the difficulty is their Mind instead. Make a roll on the initial encounter and a further roll at important junctures, which generally works out to once per scene. You cannot impersonate a specific person, and need bulky clothes to change your apparent race or gender.
Gambling
Basic Action
When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. The Outcome is a bonus on your next roll. If you get an Outcome matching your opponent's Mind, you win. As in any fight, various stylish stunts can give you a bonus. Your stake is raised before each roll you make; refusing to raise ad roll means you forfeit the game. Rigged games give the cheater a bonus of +3, or possibly even more for complex cheats.
Seduction
Special
Charm can be used to flirt and seduce others. This takes a minimum of an hour per roll, and an appropriate setting and mood.
Seduction requires an opposed Charm roll to work. On an Outcome equal to the target's Mind, the target falls for you. On a lesser success, add the outcome as a bonus to any later seductio roill. A failure means the mood is lost and you can't continue in this scene.
The sexual preferences of the target modifies this heavily; it is generally impossible to seduce someone who is not attracted to your apparent species and gender. Someone who you have seduced expects sexual favors from you; if you refuse them when the occasion present itself your power over them is broken, and they might become vindictive or even downright hostile. The same applies if they learn you have been unfaithful.
Once some has been seduced, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.