Original Post
Attractiveness, pheromones, history, environment... I'm wondering how these might be folded in as factors in the success or fail or charm and seduction skills. Whether you're a legendary assassin or a poor lonely soul looking for an eligible mate, I see charm and seduction as being just one of many strategies for getting what you want. Because the RPG portion of the game I'm working on is abstract, in that it's made up of rooms, characters and objects in them and different stats encapsulating the situation you're in itself, I was thinking broadly about how charm and it's possibly less subtle but potentially more powerful cousin, seduction, might work. On one level it needs to be object based-- things you can equip (impressive clothing, perfumes and musks) or give (gifts, tips / information, jokes you can share). By itself this could be strategically interesting, but I was also thinking that overall situations should modify it. It's harder to charm someone you barely know, so maybe a general "relationship" meter is a modifier (especially if associated with factions). The number of characters in a room might dictate how effective more overt attempts were, forcing you to try to isolate a character. An emergency situation, on the other hand (say after you've tripped an alarm) or even loud, raucous social situation might automatically dampen your skill, causing you to have to somehow modify the environment or get your target to move. Maybe you can do things to boost something like a Trust stat, which would determine if the CEO or mob boss would dismiss his lackeys to be alone with you. One potential use might be highly manipulative: Maybe you could, for instance, make enemies fight over you rather than fight you. Or maybe you slowly turn an enemy into an ally, gaining access to his/her resources. Thoughts? Any other possibilities?