One of a character’s greatest accomplishments is often turning a key member of the opposition to their side. This is done through sheer personal magnetism, supported by a cunning combination of flattery, and promises of wealth, power, position, or pleasure. While attempts at seduction are generally aimed at members of the opposite sex, powerful appeals to a character’s greed, patriotism, ideals, or dreams can have the same effect, at least for a time. An example of such a non-sexual seduction is the relationship between the two central characters in the movie Training Day.
The goal of a seduction attempt is to turn an NPC with an unfriendly (or worse) disposition into a helpful figure or sometimes even an ally (if they really buy into your line). Some NPCs cannot be targeted with a seduction attempt. Player Characters always control their own actions (although a clever GM may be able to tempt them anyway), and some NPCs are far too focused to be turned, though they may play along with characters who are unaware that they are dealing with someone equally as manipulative as them.
The details of a seduction depend upon the ploy being used, but generally involve three steps.
1. A Deception check to make the offer in a subtle fashion, planting the seeds of the seduction. For modifiers to this check DC, see the table below.
| Target has a bonus to Will Defense vs mind-affecting effects | +Bonus |
| Target knows that they’re being seduced | +2 |
| Character is under the influence of alcohol or drugs | +2 |
| Character is trained in Persuasion | -2 |
| Meeting is conducted in private | –2 |
| Target is under the influence of alcohol or drugs | –2 |
2. A Perception check to read the target’s reaction and work out how best to proceed. For modifiers to this check DC, see the table below.
| Target possesses is trained in Deception | +2 |
| Character is trained in Knowledge [Social Sciences] | -2 |
| Character has access to a biographical profile of the target | -2 |
3. A Persuasion check to make an irresistible offer to the target. For modifiers to this check DC, see the table below.
| Target has a bonus to Will Defense vs mind-affecting effects | +Bonus |
| Character makes an inappropriate offer (e.g. goes against the target’s personal, social, or religious beliefs) | +5 |
| Target is trained in the Perception skill with the Sense Motive skill | +2 |
| Character makes a standard offer (e.g. an offer with no connection to the target’s life or situation, an offer of money, a favor, or a general threat) | +0 |
| Character makes a desirable offer (e.g. an offer that appeals to the target’s general ambitions or desires, an offer of fame, personal glory, or great wealth) | –5 |
| Character makes a highly desirable offer (e.g. an offer that satisfies the target’s specific needs or lifelong goals, offers the target revenge for the death of a loved one, or true love, or a dream job) | –10 |
The DC for each of these checks is based on the NPC’s disposition towards the character (DC 15 for indifferent, 20 for unfriendly, 25 for hostile, 30 for adversary, 35 for hateful, seducing an obsessive NPC is not possible). The target adds their Intelligence modifier to the DC of the Deception DC, their Charisma modifier to the Perception DC, and his Wisdom modifier to the Persuasion DC.
The three checks cannot be made successively, there must be a time interval between them, dependent on the target’s disposition. If the target’s disposition changes during this time interval and that change would allow the next check to be made immediately, the character can proceed with making that check.
| Disposition | Time Interval |
| Neutral | 20 Minutes |
| Unfriendly | 4 Hours |
| Hostile | 1 Day |
| Adversary | 3 Days |
| Hateful | 1 Week |
If all three checks are successful, the target secretly becomes helpful to the character. If one or more of the rolls produce a natural 20 (or you have an ability to automatically succeed on that roll via rolling a natural number) the target becomes an ally (at least temporarily). If any of the rolls fail, the attempt is a failure and the target’s disposition is permanently worsened by one step. If any of the rolls results in a natural 1, the target feels betrayed and immediately becomes an adversary.
NPCs who have been seduced actively try to help the character, so long as they continue to believe in the character’s sincerity. Each time the character seeks aid or assistance from a seduced character he must make another Deception check with a DC of 15 plus the target’s Wisdom modifier. If the roll fails the consequences are the same as during the main seduction (the target drops to one lower than they started or becomes an adversary if the roll was a critical failure).
Not all seductions are created equal. Some character relationships are strictly temporary, lasting only until a desired task is complete, while others are so well performed that the target remains under the character’s spell well after they’re gone. This section rule allows you to determine the overall quality and longevity of a seduction, based on the lowest amount by which the character beats any of the three skill check DCs.
Lowest amount by which the character beats any of the three skill checks is 0–5: The character’s relationship with the target is fragile. The target sees the arrangement as a one-night stand or temporary agreement, and only grudgingly accepts the character’s offer. When the character attempts to solicit further assistance from the seduced target, the character automatically fails if their Deception check is a natural 1, 2, 3, or 4.
Lowest amount by which the character beats any of the three skill checks is 6–10: The character’s relationship with the target is average. The target understands the character is in the relationship for a reason. Further attempts to solicit aid from the target are unaffected. Further attempts to solicit aid from the target automatically succeed unless the character rolls a natural 1, 2, or 3 on their Deception check.
Lowest amount by which the character beats any of the three skill checks is 11–20: The character’s relationship with the target is excellent. The target swallows the character’s bait hook, line, and sinker. The DCs of all Charisma-based skill checks made to influence the target are reduced by 5. Further attempts to solicit aid from the target automatically succeed unless the character rolls a natural 1 or 2 on their Deception check.
Lowest amount by which the character beats any of the three skill checks is 21 or higher: The character’s relationship with the target is flawless. The target develops a deep-seated infatuation with the character bordering on worship — the character can do almost no wrong. Further attempts to solicit aid from the target automatically succeed unless the character rolls a natural 1 on their Deception check.
The Benefits of Seduction
Once a target is seduced, he or she is known as an asset. An asset is considered to have a disposition of helpful toward the character who seduced him or her (this disposition becomes ally if the character rolled a natural 20 or any other number that automatically succeeds for them during the seduction attempt’s third step). An asset actively tries to assist the character within reason, so long has he or she believes the character is sincere.
Crafty characters may call upon their assets for favors or assistance, such as small loans, transportation, or information. An asset may only provide assistance or use of resources that he or she personally owns. To use an asset, the character must succeed with a Deception check, the DC of which is determined by Asset Assistance DCs Table (see below).
If this check succeeds, the asset provides the character with what he requests at a minimum of trouble. If this check fails, the asset realizes that they are being manipulated and refuses to assist the character further. After a failed Deception check to gain assistance, the asset is no longer considered to be seduced and his or her disposition toward the character immediately shifts to 1 grade lower than it was before the seduction attempt.
With a roll of a natural 1 (or any other number that fails due to the quality of the seduction), the asset feels betrayed and his or her disposition toward the character immediately shifts to hostile. Further, the character may never again attempt to seduce that asset.
Asset Assistance DCs Table
| Assistance Type | Deception DC/DC Modifier |
| Monetary loan | 1 per 40 Credits |
| Object loan | 1 per 80 Credits of value the item has |
| Vehicle loan | 2 per 500 Credits of value of vehicle |
| Asset isn’t inconvenienced (e.g. character asks asset to hold an item for safekeeping, or for use of the asset’s phone) | 5 |
| Asset’s inconvenience is minor (e.g. character asks for a place to stay for the night, or for a ride across town) | 10 |
| Asset’s inconvenience is moderate (e.g. character asks for a place to stay for a week, or for the use of an ID card) | 15 |
| Asset’s inconvenience is major (e.g. character asks for a place to stay for a month, or for the use of a credit card) | 20 |
| Asset’s inconvenience is serious (e.g. character asks for a place to stay indefinitely, or for the asset to lie to the police) | 25 |
| Asset’s inconvenience is extreme (e.g. character asks to use the asset’s life savings, or for assistance in a crime) | 30 |
| Asset’s Wisdom modifier (when character request calls for moderate or greater inconvenience) | +/- Asset’s Wisdom Modifier |