The Maiden Saga: Role Playing Game Read online

Page 12


  -4

  -8

  Mund

  8

  10

  -4

  -2

  -8

  -10

  -8

  -6

  Hai

  6

  4

  10

  -10

  4

  6

  2

  2

  Ythan

  2

  -2

  -6

  10

  -2

  -6

  -10

  4

  Makea

  8

  6

  -6

  4

  10

  2

  4

  -10

  Oretes

  4

  -10

  2

  -2

  -6

  10

  8

  6

  Vendjome

  -2

  4

  -10

  -4

  6

  6

  10

  4

  Aprina

  -10

  8

  4

  -6

  -2

  4

  -2

  10

  The seduced, on finding themselves faced with the prospect of having to indulge the seducer’s depravity may be horrified or delighted, but their reaction is certain to be strong. Depravities can also be alarming when on the receiving end, even when enjoyable, as is the case with the Aeg and sodomy, while taboos can be simultaneously appalling and compelling, as with the Mund and flagellation. Also, some peoples, particularly the Makeans and Oreteans, prefer to dish it out, while the Vendjomois and the Aprinians prefer to take it. For these reasons the figures are not an exact reflection of those for the seducer. Resistance Points should be adjusted as follows –

  Depravity

  Sod

  Les

  Gro

  Soil

  Gay

  Span

  Flag

  Bond

  Aeg

  4

  -5

  2

  2

  15

  10

  6

  8

  Mund

  2

  -10

  4

  2

  12

  12

  4

  6

  Hai

  2

  -4

  -10

  10

  -4

  -6

  0

  -2

  Ythan

  2

  2

  6

  -10

  2

  6

  12

  -2

  Makea

  -4

  -6

  8

  -4

  -6

  2

  6

  12

  Oretes

  0

  10

  0

  2

  8

  -6

  0

  -2

  Vendjome

  -4

  -6

  12

  -2

  -6

  -6

  -12

  -6

  Aprina

  10

  -10

  -4

  2

  2

  -6

  2

  -12

  If there is an audience, involved or otherwise, these figures increase by half. If the audience is of the same people as the seduced, these figures double.

  The seducer has the right to declare their intention of indulging a depravity in advance or at any point during the seduction conflict. Figures must then be adjusted before the next throw. If the Seducer intends more than one depravity the value is cumulative. However, if the seducer is trying to persuade the object of their desire not to commit some outrageous act but to indulge a private penchant, the tables can turn and the seducer become the seduced. In game terms, if the resistance of the seduced decreases when a threat of depravity is made they have the right to make a roll of the six dice. If they score two doubles they take over as seducer, continuing the conflict as it was but with their whatever amount was about to be subtracted from their Resistance Points added to their Seduction points. If they score a triple they not only take over as seducer but can change to the Additional Attirubute of their choice. Any new threat of depravity allows another roll, so that the seduced may have more than one chance and the tables may be turned more than once during a conflict.

  If the Seducer wins the conflict they steal 2 Glory Points from the seduced, unless the seduced wishes to initiate a new conflict at the cost of 3 Glory Points. This still applies when the Seducer was the seduced at the beginning of the conflict. If the Seducer has successfully broken the seduced’s principal taboo they steal 4 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. (See Example 5.)

  Depraved Orgies

  In the event of a depraved orgy the normal orgy rules should be applied as long as no group mi
xed from different peoples is involved. If mixed groups are involved, then individual seduction must be dealt with separately, although this does not prevent any individual from attempting to seduce more than one person to a given act and sub-groups from the same people can always act together according to the usual group rules.

  Halfmen

  All five types of halfmen enjoy erotic congress with humans and all eight human peoples are inlined to resist to a lesser or greater extent. Goblins are the worst menace, as no woman can come near them without succumbing to the musk, anymore than a man can prevent himself from reacting to the scent and sight of a female nymph. Should you wish to wish to add a red or black ape to the fray, they enjoy the same statistics as trolls.

  Halfmen always take the role of seducer, the seduced should add to their resistance points as follows -

  Dwarf

  Troll

  Goblin

  Nymph

  Ogre

  Aeg

  5

  10

  10

  2

  15

  Mund

  5

  12

  15

  5

  15

  Hai

  1

  4

  5

  0

  12

  Ythan

  0

  8

  10

  0

  10

  Makea

  2

  6

  8

  0

  10

  Oretes

  3

  10

  10

  2

  10

  Vendjome

  2

  8

  10

  1

  10

  Aprina

  2

  8

  12

  4

  10

  None of these situations are exactly normal, so the following rules apply for each type of halfman –

  Dwarves are very like the people of Ythan but more so and require no special rules. Trolls are aggressive only if threatened, but male trolls have been known to get a little confused about what to do with human females and female trolls likewise with human males. The conflict is always in Power. Goblins are always male and have no sexual interest in human males. They come in groups of five at minimum and automatically enjoy the bonus of their musk. Human resistance represents a girl’s chance of holding her breath and running away, which is slight. The conflict is always in Craft. Nymphs take a sexual interest in humans regardless of sex, but their musk only works on the opposite sex. The conflict is always in Craft. Ogres have little interest in erotic congress with humans, but if a male ogre attacks a human and rolls a quadruple during the conflict, then things might get even stickier than usual.

  Enactment is of course optional, but adds to the game.

  Example 1

  Bormontal the Nymph Merchant, Raikin N’Jukolana and Dakar face a trio of Ythan customs officials somewhere along the upper reaches of the great Ephraxis River. Dakar attacks, and at that moment Raiklin N’Jukolana leaps from the boat, escaping the coming fracas at the cost of 1 Glory Point. Dakar and Bormontal now face the three customs men. Their statistics are as follows –

  Dakar

  Bormontal

  Tordan

  Guard 1

  Guard 2

  Experience

  4

  10

  8

  3

  3

  Dexterity

  10

  6

  9

  8

  8

  Intelligence

  4

  10

  6

  4

  4

  Constitution

  12

  5

  7

  5

  5

  Power

  20

  6

  9

  6

  6

  Pride

  12

  7

  8

  4

  4

  Allure

  10

  3

  6

  8

  8

  Craft

  8

  12

  10

  9

  9

  Greed

  10

  12

  9

  10

  10

  Guile

  4

  7

  2

  2

  2

  Wealth

  3

  10

  6

  4

  4

  Wisdom

  3

  12

  10

  7

  7

  Total

  100

  100

  90

  70

  70

  Note that NPCs need not have 100 Game Points.

  We now calculate their Combat Points

  Dakar

  Bormontal

  Tordan

  Guard 1

  Guard 2

  Experience

  4

  10

 
8

  3

  3

  Power

  20

  6

  9

  6

  6

  Weapons

  9

  2

  4

  4

  4

  Protection

  2

  0

  6

  4

  4

  Combatant Bonus

  0

  0

  2

  2

  2

  Total

  35

  18

  29

  19

  19

  Dakar and Bormontal are together, so the total in their Combat Pool is 42 ((35+18)x0.8).

  The customs men are together, so their total is 47 ((29+19+19)x0.7).

  Both groups have 17 points in their Constitution pools.

  The combat can now be expressed as a table –

  Dakar & Bormontal

  The customs men

  Combat Pool

  Constitution Pool

  Combat Pool

  Constitution Pool

  Opening

  42

  17