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dom6:seduction [2025/10/12 02:49] wigglefig |
dom6:seduction [2025/10/12 07:14] (current) wigglefig correction |
If there are no enemy commanders present, the seduction attempt does nothing, returning the message "[Seducer name] did not find any enemy commander". | If there are no enemy commanders present, the seduction attempt does nothing, returning the message "[Seducer name] did not find any enemy commander". |
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If there are enemy commanders, the seducer checks whether there is an adjacent friendly province to escape to after the seduction. If there is not, the seduction attempt is aborted, returning the message "With nowhere to run with the victim afterwards, [Seducer name] aborted the seduction attempt". An exception is made for [[flying]] or [[teleport|teleporting]] seducers, who can always escape to their capital and do not need an adjacent friendly province to attempt a seduction. | If there are enemy commanders, the seducer checks whether there is an adjacent friendly province to escape to after the seduction. If there is not, the seduction attempt is aborted, returning the message "With nowhere to run with the victim afterwards, [Seducer name] aborted the seduction attempt". An exception is made for [[flying]] seducers, who can always escape to their capital and do not need an adjacent friendly province to attempt a seduction. |
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The seducer then picks one at random to attempt to seduce. The seducer and the defender then roll a dueling [[DRN]] check, with the seducer adding their seduction value (9 for most seducers) to their roll and the defender adding their morale to theirs. Depending on the outcome, one of the following occurs: | The seducer then picks one at random to attempt to seduce. The seducer and the defender then roll a dueling [[DRN]] check, with the seducer adding their seduction value (9 for most seducers) to their roll and the defender adding their morale to theirs. Depending on the outcome, one of the following occurs: |
* If the seducer's seduction roll beats the defender's morale roll, the defender is converted and escapes with the seducer to a random adjacent friendly province. This gives the message "[Seducer] successfully seduced [defender]. He/she has been sneaked away to [province name]". | * If the seducer's seduction roll beats the defender's morale roll, the defender is converted and escapes with the seducer to a random adjacent friendly province. This gives the message "[Seducer] successfully seduced [defender]. He/she has been sneaked away to [province name]". |
* If the rolls tie, nothing happens. | * If the rolls tie, nothing happens. |
* If the seducer's seduction roll is beaten by the defender's morale roll, an [[Assassin|assassination]] battle occurs. | * If the seducer's seduction roll is beaten by the defender's morale roll, the seducer attempts to [[Assassin|assassinate]] the defender instead. |
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==== Modifiers ==== | ==== Modifiers ==== |
===Beauty=== | ===Beauty=== |
{{:items:pendant_of_beauty.png?nolink }} **Beauty** is a stat that modifies the seduction roll difficulty. For example, the ??Pendant of Beauty?? provides +2 Beauty; this would increase the typical seducer's seduction value from 9 to 11. | {{:items:pendant_of_beauty.png?nolink }} **Beauty** is a stat that modifies the difficulty of the seduction roll. For example, the ??Pendant of Beauty?? provides +2 Beauty; this would increase the difficulty of the typical seducer's seduction check from 9 to 11. |
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=== Sex === | === Sex === |
==== Lure of the Deep ==== | ==== Lure of the Deep ==== |
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{{:nations:ea:oceania:siren_2.png?nolink }} Lure of the Deep is similar to dream seduction, involving first a magic resistance check against 14, followed by a morale check against the lure ability. Only ??Siren#1055??s have this ability. | {{:nations:ea:oceania:siren_2.png?nolink }} Lure of the Deep is similar to dream seduction, involving first a magic resistance check against 14, followed by a morale check against the lure ability. It can only be used on coastal provinces. Only ??Siren#1055??s in their land form have this ability. |
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A loss is entirely safe, a win makes the target drown themselves, and a win against someone who can [[Underwater|breathe water]] results in an underwater [[Assassin|assassination]] battle against the siren. | A loss is entirely safe, a win makes the target drown themselves, and a win against someone who can [[Underwater|breathe water]] results in the siren attempting to [[Assassin|assassinate]] the target instead. |
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There's also a **??Lure of the Deep??** Global Enchantment that underwater {{path>G5W2}} mages can use, which affects coastal provinces. Every enemy unit (including non-commanders) has a 20% chance at base to be Lured each turn, plus 20% for every point of the caster's [[Dominion]] present; any enemy Dominion at all shields against the effect. The Magic Resistance check is 7, instead of a 16. | The **??Lure of the Deep??** Global Enchantment is like the Siren's Lure ability, but on a global scale. Every enemy unit (including non-commanders) has a 20% chance at base to be Lured each turn, plus 20% for every point of the caster's [[Dominion]] present; any enemy Dominion at all shields against the effect. The Magic Resistance check is 7, instead of a 16. |
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===== Corruptor ===== | ===== Corruptor ===== |
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{{:abilities:corruptor.png?nolink }} Corruptor is essentially a more powerful Seduction ability. They do not benefit from Beauty or the Dream Enhancer trait, but they ignore the target's sex and typically have a much higher skill level. | {{:abilities:corruptor.png?nolink }} Corruptor is essentially a more powerful Seduction ability. They do not benefit from Beauty or the Dream Enhancer trait, but they ignore the target's sex and typically have a much higher skill level. |