Seductress | transcribed by Master Archivist |
Seductress' are the nymphs of pleasure in Earthdawn. They can be bubbly and indiscriminate, or more subtle and discreet in their efforts. But all share the same qualities: charm. She dresses elegantly but not showy, has excellent taste in all that matters, and is very capable of following through on everything she promises. . .but whether she does, is another story. The Seductress (or Seducer for the male counterpart) is the woman that all the men fight over or the man the women swoon over. They are manipulators in cunning and subtle ways -- yet they are not evil, some merely wish to explore their sexuality in as many ways as they can, and some are merely looking for a mutual good time.
They specialize in charming, enchanting, and seducing. Some people look down upon them as disgusting prostitutes and vixens. Others view them as a sensual beauty and the most desirable being on the continent. Most who find their calling as a Seductress/Seducer come from all walks of life but usually are from broken homes and troubled childhoods. This is what gives them the drive to adventure, to get away, traveling to many cities being the flirt in each. Their abilities of charm and communication make her valuable when in contact with intelligent beings (they are irresistible). Because of this, they tend to be viewed as the leader of the group, although this probably isn't true (such matters of tactics, order of march, etc are of little importance to them).
Armor restrictions: A Seductress rarely wears clothing that would restrict her abilities in any way. The clothing she does wear is either quite provocative or severely conservative. As for armor, they are not restricted in the least. Although, the more encumbersome the armor the more diffiicult it becomes for her to use her abilities properly. To represent this, the Initiative Penalty of the armor is subtracted from all talents that are used in seducing someone (ie, Enamour, Professional Seduction, Emotion Song, etc.). Imagine trying to seduce someone in a full suit of battle plate? Not sexy at all, even if the guy is hard up for a companion.
Weapon restrictions: Although a Seductress may carry any weapon available, she will most likely carry nothing larger than a short sword while travelling and one at the most. But then you do have the rare chainmail-bikini-clad warrior-types with broadswords. Seductress' are suppose to win over everyone's trust and seem harmless in the eyes of their admirers. It is difficult to achieve this with three feet of metal strap to your side. The popular weapon of choice are daggers, or other small weapons easily concealed and carried about. You should see what some women can do with a hat pin!
Equipment: A Seductress will spend a fair amount of coin on good clothing, perfume, and other items of beautification. Bear in mind, if male, taking all those ladies to dinner will cost a pretty copper.
Important Attributes: Willpower and Charisma
Racial Restrictions: Orks, Obsidimen, and Trolls
Karma Rituals: The adept must draw a thirteen-point star large enough to be sit in. At each point she must place a candle. Sitting in a relatively comfortable position with absolute privacy, preferably in the nude, she will light each candle which represents the nine levels of sexual gratification. After lighting each candle she must state what each one means. Once all the candles are lit she meditates over her last sexual encounter. Finally, she will extinguish each flame with the tips of her fingers. Starting with the candle that represents one of the nine she lacked in using in her last encounter, she will comtemplate on improving. The ritual will end with the aspect she favored the most in the encounter.
Artisan Skills: Dancing, singing, etiquette(formal) -- believe me, in this case it is an art
FIRST CIRCLE TALENTS
Talents
Avoid Blow
Charismatic Strike (D)*
First Impression
(D)
Karma Ritual
Read / Write Magic
Taunt
SECOND CIRCLE TALENTS
Talents
Durability (4/3)
Speak Language
Winning Smile
THIRD CIRCLE TALENTS
Talents
Emotion Song
Spellcasting
FOURTH CIRCLE TALENTS
Conceal Activity: The Seductress may have more than one suitor at a time, which can become complicated if not treated with care. Conceal Activity allows the Seductress to conceal her activities with one suitor from the other. For the cost of two Strain Points, the Seductress is able to skillfully avoid any inquiries into her private life by redirecting them into another subject of her choice. This ability can be used on anyone prying into her affairs, not just suitors.
Talents
Carousing *
Thread Weaving (Illusionist) (D)
FIFTH CIRCLE TALENTS
Social Defense: Increase the Seductress' Social Defense by 1.
Talents
Engaging Banter
Professional Seduction (D)*
SIXTH CIRCLE TALENTS
Enamour: The more skilled a Seductress becomes, the more charming she becomes - so much so, in fact that any namegiver of the appropriate opposite sex who comes in contact with her will become mildly enamoured by her and disposed towards jealousy of any perceived rivals. This can work to the Seductress' advantage, but not when she's trying to seduce the Prince and the enamoured male servants are putting mud in his boots.
For the cost of two Strain the Seductress makes a Charisma Test against the Spell Defense of her target. If successful, the target becomes overwhelmed by her charm. The Seductress is always treated with a Friendly attitude with the target. Additionally, should the test achieve a critical failure, the victim will become completely obsessed with the Seductress. The victim will do anything to gain the Seductress' favor, and will deal ruthlessly with all rivals, real or perceived.
Talents
Read and Write Languages
Savoir Faire *
SEVENTH CIRCLE TALENTS
Initiative bonus: Increase the Seductress' Initiative dice by 1 step.
Talents
Disguise Self
Melee Weapons
EIGHTH CIRCLE TALENTS
Social Defense: Increase the Seductress' Social Defense by 1.
Talents
Spell Matrix
Lasting Impression
NINTH CIRCLE TALENTS
Sex Appeal: This is the ability to impress the oppostie sex. Sex Appeal has much to do with your attitude as it does with your looks. If you are not willing to "vamp" someone to get what you want, you shouldn't be trying to seduce anyone. In any encounter with the opposite sex and for a cost of 1 Strain Point, the attitude toward the character is raised by one level. Usually, only one attempt is allowed using sex appeal, though the GM might allow another attempt after a few weeks.
Recovery Test: The Seductress gains 1 additional Recovery Test per day.
Talents
Detect Falsehood (D)
Massage *
TENTH CIRCLE TALENTS
Karma: The Seductress may spend a Karma point on any action using Charisma.
Talents
Conceal Weapon
Silent Walk
Resist Taunt
ELEVENTH CIRCLE TALENTS
Physical Defense: Increase the Seductress' Physical Defense by 1.
Initiative bonus: Increase the Seductress' Initiative Dice by 1 step.
Talents
Contortion (D)*
Disguise
TWELFTH CIRCLE TALENTS
Spell Defense: Increase the Seductress' Spell Defense by 2.
Talents
Healing Massage *
Resist Taunt
THIRTEENTH CIRCLE TALENTS
The Kiss: For a Strain cost of 1 Strain Point, the Seductress can deliver a most passionate kiss to a member of the preferred sex. The kiss adds 3 steps to any persuasion or other interaction talent he uses on the other person. This effect last for 10 minutes.
Physical Defense: Increase the Seductress' Physical Defense by 1
Talents
Astral Sight
Steely Stare
FOURTEENTH CIRCLE TALENTS
Maximum Karma: The Seductress' Maximum Karma is raised by 25
Social Defense: Increase the Seductress' Social Defense by 2.
Talents
Aura Armor
Orgasmic Touch (D)*
FIFTEENTH CIRCLE TALENTS
Spell Defense: Increase the Seductress' Spell Defense by 2.
Talents
Acrobatic Strike
Kiss of Death (D)*
(D) Discipline Use Talent
* Denotes New or Modified Talent (described below)
CHARISMATIC STRIKE
Step Number:
Rank + Dexterity Step
Action: Yes
Skill Use: No
Requires Karma: No
Strain: No
Discipline Talent Use: Seductress,
Troubador
Charismatic Strike is the talent to strike someone and get away with it. It requires good timing to pull off a successful Charismatic Strike. The character makes a Charismatic Strike Test against the target's Social Defense. On a Good success the target is so astonished that he has been stricken by the character he is stunned (-3 Steps to all actions) for a full round. If the character wishes to strike the target again the Charismatic Strike Test is rolled against the target's Social Defense +2. For every strike thereafter the target's Social Defense is raised by 2 consecutively. Once the character fails to succeed the target has grown tired of being humiliated and will defend himself. The next strike test will be from the target's Physical Defense.
A Charismatic Strike is always and unarmed attack and never with lethal force, stun damage is inflicted upon the target. You see now how most women can get away with slapping a guy across the face.
CAROUSING / CONVERSATION
Step Number:
Rank + Charisma Step
Action: Yes
Skill Use: Yes
Requires Karma: No
Strain: No
Discipline Talent Use: None
Carousing is the talent of socializing, partying, etc. It is most useful in making acquantainces and allies of other party-goers through social interaction, verbal timing and humorous quips. The character makes a Carousing Test against the Social Defense of the target. If the test is successful, the attitude of the target character rises favorably by one degree, say, from Neutral to Friendly. This change in attitude only last for as long as the party and for a number of minutes afterward equal to the character's Carousing Rank. When trying to impress more than one person, the character makes a Carousing Test against the highest Social Defense among the group, adding +1 for each additional character.
PROFESSIONAL SEDUCTION
Step Number:
Rank + Charisma Step + 3
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 2
Discipline Talent Use:
Seductress/Seducer
This talent allows the adept to seduce a namegiver through sex appeal, charisma and guile. This talent differs from the normal Seduction Skill in that it is not gender specific or race specific. Anytime that the adpet wishes to persuade someone to do something disloyal or wrong a Professional Seduction Test may be used against the victim's Social Defense. If the test succeeds, the seduced person will become oblivious to his surroundings and attempt to engage the Seductress in a passionate embrace. In such a state, the victim is extremely vulnerable emotionally (especially if Orgasmic Touch is involved, which is a very popular tactic amongst Seductress').
The seduced victim will do whatever he is asked even if it is morally wrong. All of his emotional barriers are torn down in the presence of the Seductress for he will do anything for her as long as she loves him. She can treat him like dirt, even seduce someone else with the victim's knowledge and get away with it as long as she can continue to use her charms on the hapless fool. The seduced person can attempt to resist the temptations of the Seductress with a Willpower Test against the Seductress' Seduction roll. The powerful aspect of a Seductress is that once her seduced victim realizes she is deceiving him she may immediately make another appropriate test in her defense. Love is a powerful weapon, indeed!
Seduction cannot be used in combat and cannot work against other females except those that are homosexual. The presence of other individuals in close proximity (within ten feet, or obviously watching) will hinder any chances of success. The effect of the seduction will last for a number of days equal to the adept's circle, or until broken. It can be broken in a number of ways, ie. if the Seductress resists his attentions, makes a critical failure on a Talent concerning the seduced victim, or the adept attacks her lover. In the latter case, the seduction is broken instantly, unless charismatically stricken.
Optional Seduction Table |
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Seducer's State / Appearance | Modifier | Victim's State |
Heavily clothed/Armored | -2 Steps | (uses Armor's Initiative Penalty; whichever is higher) |
Scantily/Provocatively clad | +1 Steps | |
Nude | +2 Steps | |
Drunken | -2 Steps | if victim drunk, +2 Steps |
Sleazy/Raunchy | -1 Steps | if victim is sleazy +1 Steps |
Aggresive | +1 Step | victim is aggresive, -1 Step |
Gentleman/Lady | +2 Steps | victim is a gentleman/lady, -2 Steps |
Racial Bias | varies | modifiers for different races should be taken into consideration but nothin worse than -3 Steps. Remember these adepts are professionals. |
NOTE: The above talent should be used in conjunction with the Seduction skill in the Earthdawn Rulebook, pg 132. The four stages of seduction: First Impression, Intriguing Conversation, Move to Intimacy, and the Suggestion; should all be roleplayed convincingly.
SAVOIR-FAIR / ETIQUETTE
Step Number:
Rank + Charisma Step
Action: No
Skill Use: Yes
Requires Karma: No
Strain: None
Discipline Talent Use:
None
This is the talent of "good manners" and proper social behavior in social situations. Savoir-Faire is very important to master for it could lead to scorn or worst yet, death, if improper behavoir is displayed at an inappropriate time. The adept has the intrinsic ability to avoid commiting a faux pas in any social gathering, from a king's inauguration to an ork's naming day ritual. A succesful Savoir-Faire Test against the Difficulty of knowing the proper behavior for a given social situation. The base Difficulty is 5, with modifiers to that number per the Savoir-Faire Table, below.
SAVOIR-FAIRE TABLE |
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Savoir-Faire modifiers are cumulative. The Savoir-Faire Test success level alters the observers attitude toward your character. An Average success means that observers believe that your character seems to possess the rudiments of proper behavior. A Good success means those same people fully approve of your character's manners, An Excellent success so impresses observers with your character's manners that their attitude improves by 1 degree, to a maximum of Friendly (see Gamemastering Earthdawn, ED pg 235 and also Etiquette, the skill from which this talent emerged).
MASSAGE
Step Number:
Rank + Strength Step
Action: Yes
Skill Use: Yes
Requires Karma: Yes
Strain: None
Discipline Talent Use:
None
A Seductress with this talent is a master of massage. The adept has a great knowledge of stroking, kneading, and striking certain muscular parts of the body. It is used to improve circulation, sooth the nerves, and stimulate the digestive organs. The adept makes a Massage Test against the Spell Defense of the recipient. If the test achieves a Good Success, the recipient is granted an immediate Recovery Test.
CONTORTION (TBA)
Step Number:
Rank + Dexterity Step
Action: No
Skill Use: Yes
Requires Karma: No
Strain: None
Discipline Talent Use:
None
HEALING MASSAGE
Step Number:
Rank + Strength Step
Action: Yes
Skill Use: No
Requires Karma: No
Strain: None
Discipline Talent Use:
Seductress
A Seductress with this talent is a master of massage. The adept utilizes more expert methods of massage such as gliding, swimming and feathering; in addition to oils and salves on certain muscular parts of the body. It is used to improve circulation, sooth the nerves, and stimulate the digestive organs. The adept makes a Massage Test against the Spell Defense of the recipient. If the test achieves a Good Success, the Seductress uses one of her Recovery Test to grant the recipient twice the number of Recovery Test for the day.
KISS OF DEATH
Step Number:
Rank + Willpower Step
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 5
Discipline Talent Use:
Seductress
In few circles of adepts, legends abound about a secret technique that can kill a man, no matter how strong, with only a touch - a kiss. Theoiries about this talent are numerous: some say it is a mystic abilitiy by which the victim's very soul is destroyed, while others hypothesize that the kiss sets off vibrations that slowly destroys internal organs. Rumors claim that some of the world's legendary adepts have been murdered by a single kiss.
A warden of Seduction can somehow cause the gradual deterioration of a victim's nervous system simply by kissing the lips of the victim. The Kiss of Death cannot be delivered in combat. No effects are immediately apparent.
One hour after the Kiss is applied, and every 3 hours thereafter, the victim must make a Toughness (12) Test. A failure results in the loss of 1/3 of the victim's Death Rating points; a critical failure causes the loss of 2/3 points. This continues until the victim scores an Extraordinary success or succeeds at rolling three consecutive Toughness Test (either of which will shake off the effects of the Kiss) or he dies. Physicians will be baffled; no medical skill will help or explain the loss of life. Only Healing from a Questors of Garlen will be of any use. Also, the person who inflicted the Kiss of Death can remove its effect if she is persuadeed to do so. Magical healing and herbs will restore lost Death Rating, but cannot remove the Kiss.
This talent can be unbalancing in some campaigns. If PCs abuse the Kiss in a campaign, the GM should introduce countermeasures - perhaps a medical cure is found for the Kiss, or an assassin cult learns of the PCs talent and decides to eliminate them to preserve some secret. Alternatively, GMs could restrict this talent to NPCs.
ORGASMIC TOUCH
Step Number:
Rank + Willpower Step
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 3
Discipline Talent Use:
Seductress
This talent is used to bring a victim to an overwhelmingly intense orgasm from a mere caress. Under normal conditions, an orgasm depends entirely upon the amount and length of stimulation. There is no need for any stimulation on the part of the Seductress and arousal is achieved instantly. The touch can delivered in combat, or even casually. The Seductress makes an Orgasmic Touch Test against the Spell Defense of her target. On a Good Success the victim will experience all the pleasurable sensations associated with an orgasm. The victim will be unable to act for a number of rounds equal to the Seductress' Rank in Orgasmic Touch (treat as being stunned, -3 Steps to all actions and unable to parry). If an Extraordinary success is attained, the victim will have the most mind-blowing experience ever. Once climax occurs, tension falls away and the victim becomes extremely relaxed and sleepy. The victim must roll a Toughness (12) Test, if failed the target falls into a deep slumber for a number of minutes equal to the Orgasmic Touch Rank.
Note: The sensations of orgasm differ for males and females, along with resolution. Males tend to become more relaxed while women are responsive to more sexual attentions. But in the case of this talent the effect is the same for both sex.
Earthdawn is a Registered Trademark of FASA Corporation. Original Earthdawn material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.Except where otherwise noted, all other original material is Copyright 1997-99 by L.A. Pride, Bill Hayden, Josh Young, and Chris Brumley.