The Maiden Saga: Role Playing Game (15 page)

BOOK: The Maiden Saga: Role Playing Game
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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 mixed 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

47

17

(Dakar has opened the combat, so he and Bormontal throw first. Dakar can build sixes but Bormontal can't, so this can be done only half the time.)

First Throw

5,5,4,2,1,1 – 3 sixes, 2 doubles.

New Figures

47-3=44

17-2=15

Second Throw

6,5,4,3,3,2 – 1 six, 1 double

New Figures

42-1=41

17-1=16

Third Throw

6,5,4,4,1,1 – 1 six, 2 doubles

New Figures

44-1=41

15-2=13

Both guards have 4 points in Pride and the customs men have lost 4 points in Constitution. They run, leaving Tordan to stand alone and drastically altering the odds. He accounted for 62% of the group's Combat Pool and 41% of their Constitution Pool, so their figures become 26 (42x0.62) for Combat and 5 (13x0.41) for Constitution. This calculation assumes that weapons can be dropped and snatched up, but is something of a compromise.

The departure of the two guards now means that Tordan's Constitution pool has fallen by 12 points, while his Pride is only 8. If he was a PC he might decide to fight on, but as a NPC he also flees. Dakar and Bormontal have the field and have gained 3 and 2 Glory Points respectively for the loss of only 1 Constitution Point, which represents a minor wound for Dakar. Raiklin explains that as an old man and unarmed he would only have got in the way, and that his hasty departure was therefore tactical, so they haul him aboard.

Had Raiklin not chosen to leap into the water he would have been involved in the conflict, either as a member of the group or singly. Choosing to go singly would either have meant facing one of the guards, unarmed, or joining Dakar. If both PCs want to enjoy the advantage of having Dakar by their side they should fight as a group but can choose to argue it out according to the normal rules. This includes the option of Bormontal choosing to attempt to throw Raiklin overboard to get the daft old bugger out of the way, which would be a conflict in Power.

It is very important to note that, despite their victory, the group cannot simply carry on down river. All three customs men have escaped and are certain to rouse the country. This probably means there will be a squad of musketeers waiting at the next village. Unless they wish to face death, Bormontal and his companions must alter their plans and he now wishes he had paid the duty in the first place.

 

 

Example 2

 

Tanalorn is a Hai warrior, young, strong, of magnificent address and as vain as a peacock. He wishes to realise the dream of every young Hai worthy of the name and attain the rank of hero. Unfortunately, due to an unfortunate sequence of events involving certain Aeg warriors there are no existing heroes to challenge for their title, forcing him to perform some spectacular feat of arms instead. He has heard tales of life in Mund and knows that highborn ladies live in the upper rooms of tall towers in order to shield their virtue against all but the strongest and bravest, who are expected to ravish them. In Hai this process is generally considered best left to the Mund, who are not only barbarous but quite mad. Tanalorn disagrees. Rather, he imagines himself striding through the streets of Zihai with a beautiful, golden haired Mund girl slung naked over his shoulder, sighing for the memory of his virility. Surely he will be declared a hero?

To take companions will lessen his deed, not to mention making it difficult to embroider the details in order to show himself in the best possible light, so he sets off alone, surviving all the perils of the sea to land on the coast of Mund where the Spine Mountains meet the sea. On a nearby island is a formidable fortress. Walls of grey rock tower some five times his own height, the sun glints on the armour of distant figures as they patrol the ramparts, twin towers flank the gate and others rise within. It looks ideal.

With his boat pulled well up on the shingle beach and covered with vraic, Tanalorn makes a lonely meal of spiced fish jerky and preserved fruit, all the while watching the keep and imagining the virtues of the girls in the towers. By dusk he has worked himself into a frenzy, while the tide has dropped to reveal a slender causeway connecting the island to the mainland. Three of the five moons ride the sky, providing perhaps rather too much light as he starts towards the keep.

Meanwhile, high on the ramparts of Kavas-Arion celibentuary, Senior Matron Polia contemplates a great book detailing the disgrace of each girl in her charge. There are nearly fifty, from all over Mund, each and every one guilty of surrendering herself in inappropriate circumstances. She answers a knock on her door. Two women enter, Matron Gura and Matron Kein, who jerks a thumb across her shoulder as she speaks.

‘The one who landed his boat this afternoon, Matron. He makes his way to the causeway.'

Matron Gura adds her comment.

‘Odd, for a Hai. What could he want?'

Polia gives a snort of disgust.

‘A girl, like all the others. As to who he wants, or why, what do we care? Fetch body hooks and a net. We will take him as he crosses the causeway.'

Tanalorn is well out on the causeway when three huge figures loom out of the dank sea mist. For one awful moment he thinks he is facing three trolls, only to realise that they are clothed and have hair. They are also female, but entirely devoid of the yielding beauty he was anticipating. True, they have immense quantities of golden-red hair and bosoms of improbable dimensions, but these attributes are formidable rather than enticing. Nor do they seem friendly, with two clutching great iron hooks in brawny arms and the third, larger still, a net. Sure that he can nevertheless explain his presence, Tanalorn removes his fine, wide-brimmed hat and performs a sweeping bow.

‘How charming to chance upon such gentle Ladies late of a night. I am Tanalorn...'

 

They are now in conflict.

 

Statistics -

Tanalorn

Polia

Gura

Kein

Experience

2

12

8

8

Dexterity

6

4

4

4

Intelligence

2

6

6

6

Constitution

8

10

6

6

Power

12

14

10

10

Pride

14

12

10

10

Allure

18

6

7

7

Craft

7

8

6

6

Greed

11

4

6

6

Guile

12

16

6

6

Wealth

6

6

5

5

Wisdom

2

12

6

6

Total

100

110

80

80

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