Showing posts with label Houri. Show all posts
Showing posts with label Houri. Show all posts

Monday, 15 November 2010

New OSRIC Class: The Houri (Part II)




Part II of this article provides game rules for the Spell-like abilities of the Houri character class.

Please note: Normally Kiss spells require that both parties (caster and recipient) are willing, representing an actual Kiss. However, a Houri can also use a Kiss ability on a helpless, restrained or unconscious foe.

Level 1:

Charm Person: As per magic user spell.
Ventriloquism: As per magic-user spell.
Detect Charm: Enables the Houri to ascertain whether an individual or creature is under the influence of any kind of charm or hold spell, including geas, suggestion, charm person, charm animal, charm monster, etc. Ranged 30ft. Duration 2 turns.
Fascination: Affects a single individual attracted to the Houri who thereafter is unable to perform any activity save follow the Houri wherever she goes, unable to take his or her eyes off the Houri. If attacked they will try to beat off any opponents, including his own comrades, in order to continue following the Houri. Range: 60 ft. Duration 20 turns.
SilverTongue: Enables the Houri to lie so convincingly that the recipient will believe anything she says (unless his sense tell him otherwise. He will not believe that there is no-one else present when he can clearly see another characters foot sticking out from un
der the curtain). Affects 1D6 HD worth of individuals. Duration 6 turns.
Impotence: The recipient (who must be male) becomes impotent for 24 hours. During this period he will attack at -2 and make all morale checks and saving throws at -2. The character will feel downright miserable and inadequate throughout.
Kiss of Healing: Requires a Kiss. No saving throw. Restores 2-7 hp of damage to an injured character. requires a kiss. Note that this kiss does not magically re-seal wounds or staunch bleeding. Rather, it provides a "Zoweeee" factor that gets the wounded individual back on his feet and back into the battle.
Kiss of Sleeping: Requires a Kiss. No save. The recipient falls into a deep coma for 1d10 turns plus the Houri's level and cannot be awakened by normal means.
Kiss of Waking: The reverse of the above spell. Will also negate a sleep spell or any other form of magical slumber such as a curse.
Read Languages: As per magic-user spell. Huori are well educated in order to please their partners with conversation as well as by more physical means.

Level 2:
Charm Nor
mal Animals: Affects any normal animals (but not giant animals or monsters) in the order of 1-20 small insects, 1-8 small animals (rats, ferrets), 1-4 medium sized animals (dogs, badgers) or a single large animals (such as a lion, rhino or elephant). It dos not provide the Houri with a means of communicating with the animal. Range: 60ft. Duration: 6 turns plus the level of the Houri.
Influence: A variation on charm person. The recipient will remain completely unaware that he is charmed, even after the effect wears off. He behaves normally in all respects save that he must obey any command (or request) mad
e by the Houri (with the exception of orders to commit suicide, he'll simply assume these are a joke). He will obey these orders cheerfully, believing he does so because he wants to. This effect is non-magical and so subtle that it can be detected only by a Houri of a higher character level that the "caster". Range and Duration as Charm Person. "Casting" time 1 hour.
Transfer Charm: Transfers control over a charmed individual to the Houri herself. In essence, the Houri frees the character of the charm by her own wiles, effectively charming the recipient herself in the process. Range: 60 ft, Duration as per the original charm spell.
Jealousy: Affects 1D6HD of humanoids who are attracted to the Houri's race and gender, causing them to become jealous of one another to the extent that they will ignore the Houri and any others dangers present for 2D4 turns. There is a 20% that this might lead to blows. If it does, there is an additional 20% chance that the resulting fight will be to the death. If not to the death, the combatants will be freed from the effects of the spell-like ability when hit.
Ecstasy: Affects 1d8HD of humanoids who are attracted to the Houri's race and gender. The targets are affected in order of Hit Dice, with the lowest hit dice characters being affected prior to the higher hit dice targets. Victims so affected sit down and stare at the Houri helplessly so long as she continues to hold their attention whether by dancing, singing or other means. They offe
r no resistance to anything she does short of actually killing one of them. Partially affected characters are allowed a saving throw vs spells. Fully affected characters are not. Range: 20ft. Duration: 1D6 turns plus the Houri's level or until she stops her performance (whichever comes first).
Dispel Charm: Removes any sort of charm effect as if it were a dispel magic spell cast by a Magic User of the Houri's level. Range: 10ft.
Kiss of Strength: No saving throw. Requires a kiss. The recipient of the Houri's kiss is invigorated by her passion and high regard. Works as per the Strength spell.
Kiss of Weakness: No saving throw. The Houri's kiss leaves the recipient weak at the knees. As per the weakness spell. Requires a kiss.
Communicate: Enables the Houri to communicate with any intelligent creature in a pidgin version of it's own language. Duration equals the level of the Houri.

Level 3:
Hold Person: As per the cleric spell.
Love Spell: The spell requires some items belonging to the intended victim, these much be of a personal nature. Unlike most Houri spelll-like abilities, this is an actual spell. The words of the ritual are chanted over the item, causing the character they belong to to either fall in love with the next person t
hey see, a person of the Houri's choice or with the Houri herself. Duration as per Charm Person. The casting time is one hour and must be cast outdoors, in the light of the full moon, while naked.
Resist Charm: This hedges the Houri with a protective aura which makes her immune to any kind of charm or hold spell, including geas, suggestion, charm, quest and so on.
Disguise: Similar to the change self spell, but relying entirely on clothing and cosmetics. Any creature or NPC of a given named species or culture viewing the Houri must save vs spell or believe her to be an especially attractive member of the same species, culture or ethnicity. It enables the houri to use her special abilities against any creature attracted to her apparent gender which fails the save.
Suggestion: As per the magic-user spell
Charm Giant Animals: As per Charm Normal Animals, save that it works on giant and enchanted animals.
Bodyguard: This affects all 1-3 HD creatures within 30ft of the Houri who are attracted to her race and gender. Any who fail a save vs spells will immediately disregard any previous orders or alliances and leap to the Houri's side, forming a protective cordon around her. They will fight to protect her from any and all assailants, even their own comrades. After successfully defending the Houri for one combat, they will collapse to their knees for 1-4 turns in horror at their actions, becoming all but catatonic. Range: 30ft.
Kiss of Slavery: Requires a Kiss. Counts as a Charm Person spell with no saving throw. Checks to break the charm affect are made only after twice the normal duration. A victim of this spell will obey any order (even suicidal ones) without question.

Level 4
Charm Monster: As per magic user spell.
Resist Charm 10ft radius: As resists charm save that it protects all persons or creatures within a 10ft radius of the Houri. Duration: 6 turns plus one turn per level of the Houri.
Lovesickness: Affects a single target attracted to the Houri's race and gender. The victim becomes so madly in love with the Houri that as soon as he loses sight of her he begins to waste away. He foes off his food, turns to drink and becomes an emotional and physical wreck, fighting at -7. He will die or malnutrition and alcohol poisoning in a number of days equal to his Con score plus 4. There is also a 10% cha
nce per day of the character committing suicide. Whats more, he is compelled to obey any instruction the Houri gives him, including orders to leave her presence and never return. Wears off as a charm person spell, but otherwise must be treated by the Dispel Charm ability of another (higher level) Houri, a Remove Curse or a love spell which will make him fall in love with someone else.
Confusion: As per the magic user spell.

Hate Spell: Works like the Love spell, but in reverse. Must be performed in the full light of day, under a blazing sun, while fully clothed.
Enchant Male/Female: Must be used in conjunction with a special ability that would normally only affect creatures or persons attracted to the characters race and gender. Allows the ability to affect those who would not normally be attracted to her gender. The affected individual creature must still find itself attracted to the Houri's race however otherwise both Special abilities fail and their uses lost for the day. Must be followed by another spell-like ability with the same target next round.
Kiss of Paralysis: Requires a Kiss. No save. Affects last 1D4 game days or until the Houri removes it with a second application of the poison. Whichever comes first.
Kiss of Linking: Requires a Kiss. Links the mind of the Houri with that of the recipient for 2D4 game hours. During this time the two will think and act as one person. The Houri will be able to speak though the mouth of the other character and control their actions. If the Houri can cast spells she can cast them through the body of the other person, but she cannot use her special Houri abilities. There is a 10% that her mind will end up in the wrong body once this spell wears off. Should one of the mind linked characters die then both minds will end up permanently inhabiting the body of the survivor.

Level 5:
Change Sex: Unlike most Houri abilities, this is an actual spell. It alters the sex of any one humanoid creature who must be present throughout the casting process. Unless the victim has submitted to the change willingly he or she will automatically suffer the effects of the confusion spell for 1D10 turns after spell completion. Additionally, the change is so traumatic that the creature must make a system shock roll or die. Range:10ft. Casting Time: 12 hours. Material Components: a Full length silver mirror worth at least 1000gp. Duration: Permanent unless reversed.
Hold Monster: As per magic user spell.
Kiss of Disfigurement: Requires a Kiss. No saving throw.Permanently reduces the charisma of the victim by 1d4. Requires a kiss, during which the Houri bites of a chunk of the victims face such as a nose or ear.
Kiss of Death: Saving Throw vs Death. Victims making a successful save lose half their current hit points.
Kiss of Polymorph: Requires a Kiss. Requires access to a Polymorph potion. No Save Allowed. Works as per the Polymorph Other spell. One dose of Polymorph potion contains enough magic to prepare 1D6 such applications.
Stop: The Houri performs an outrageous action (such as suddenly removing all clothing) which causes all activity by living beings within a 30ft radius to stop for 1D4 rounds. Any creature touched or distracted by a loud noise or attacked during this period immediately breaks free of the effect. There is no saving throw against this spell. Even spells or magical items that protect against hold effects or paralysing are ineffective.

Level 6:
Heartbreaker: A spell-like ability that induces a sudden heart attack in the target if a save vs death is failed. If the recipient survives, he or she will be totally incapacitated for 6 + 1D6 game weeks and will permanently lose one point each from strength and constitution. Range: 30ft.
Mass Charm: As per magic user spell.
Blown Kiss: Enable the Houri to use any Kiss spell-like ability of levels 1-5 without actual physical contact with the recipient. Must be used in conjunction with a Kiss spell next round. Range:60ft.
Kiss of Regression: Causes the victim to regress mentally into an infant. Permanent unless dispelled. Counteracts the effects of aging magic or magical items, returning the victim to his natural age, both mentally and physically.
Geas: As per magic user spell
Kiss of life: As per the clerical Raise Dead Spell. Requires that the recipient make a system shock roll to be raised successfully.

Houri and Magical items:
May use any potions and items of magical jewellery, including those normally only permitted for a specific character class. May use magical weapons and armour in which they are proficient. May not use any wands, staves, rods or scrolls unless they are concerned specifically (and solely) with charm effects or lovemaking.





New OSRIC Class: The Houri (Part I)

Please take note: While the flavor of these rules has changed somewhat, mechanically there are very few differences from the original version of this class as written by Brian Asbury and originally published in White Dwarf issue number 13.

The class is not in the least politically correct (thank god) but does allow players interested in portraying the temptress style character (or, for that matter, a "
charmer" such as James Bond) the chance to do so. Although the class was originally envisioned as an NPC class in the White Dwarf article, as recent entertainment trends have shown, the Houri makes for an effective (and interesting) player character as well. The Annora and Saffron characters from Firefly are prime examples of Houri in modern media.

THE HOURI:

Houris, or Nymphs of Paradise, as they are commonly known, are a very specialized class of Rogue, combining elements of the magic user and the cleric in terms of their party role and special abilities. Trained and educated from a very young age in diverse means of pleasuring both themselves and others, often by a Temple or faith-sponsored brothel, Houri wield power over t
he manifold desires and lusts in the heart's of others. Their powers, while spell-like in effect, derive from their long years of training and, while having in-game effects that greatly resemble certain spells, are entirely natural in origin.
Although Houri are rarely found in the midst of common prostitutes, some few do leave the confines of their temples and Harems to establish themselves as especially desirable an expensive prostitutes. These in turn may go on to found brothels or even "training houses" of their own, in which they very best girls often become Houri themselves. They may also be found outside the temple in the company of especially rich and powerful men, either as a treasured wife, concubine or particularly favored slave. In either case, a wily or intelligent Houri may very quickly rise to find herself an effective force in local politics and an invariably powerful woman.

In Harn, Houri are most often found in the service o
f the Temple of Halea or (more rarely) as unusually talented members of the Courtesan's' Guild. A few rare women might even have stumbled upon such abilities of their own accord. In Harn, such a woman could rise to a position of very great power indeed, perhaps as the wife or mistress of a mighty nobleman or even a King. Houri are considerably more common in the world of Hyboria, where they are found in great numbers in the Harems of rich Easterners and the Temple's of those Goddesses of a more sensual nature, such as Ishtar, the Ivory Goddess and even those of the Snake-God, Set. Finally, certain slavers have made s speciality out of capturing, tormenting, training and (finally) selling slave girls of unusual beauty and grace. The very best of these undoubtedly qualify as Houri themselves.

Most (but by no means all) Houri are female.

The Houri Character Class:

Minimum Ability Scores:
Cha 15, Dex 10, Int 10
Hit Dice Type: D4 (max 11)
Alignment: Any
Experience Bonus: Dex and Cha both 15+

Armour/Shield Permitted: Leather Armour and Small shield (which often features in certain erotic dances) only. Generally speaking, the wiles of a Houri are more effective with less (and scantier) clothing. As such, a Houri will often e found very nearly naked, even when adventuring. Several of her class features and spell-like abilities function less effectively when the character is wearing bulky clothing or armor.
Permitted Races: Human, Elf, Half-Elf
Weapons Permitted: Dagger, Concealed Pin, Flaming Oil, Scimitar (again, all used in certain performances)
Weapon Proficiencies: 1 + 1 every four levels.
Penalty to hit for Non-Proficiency: -4.

Saving Throws and Attacks: As per thief of same level


Houri Class Abilities:

Pick Pocket: As a thief of the same level.


Seduction: Seduction is an ability that can be used (and maintained) against one individual target at a time. it is usable once per day per level of the Houri. The class ability can only be used against members of the opposite sex or individuals interested in same-sex relationships). It cannot be used in combat. Chances of success are based on the seduction value of the attempt. Calculate the seduction value as follows:

10 -  Houri's level/Victims level +/- modifiers.




The seduction succeeds if the Houri rolls higher than the seduction value on a D20. The victim receives no saving throw. If the seduction attempt fails, the Houri may not attempt to seduce that same target for at least 24 hours. Witnesses to an unsuccessful seduction attempt count as having a seduction value 3 points higher than normal for every such failed attempt witnessed in a 24 hour period.


Seduction Modifiers:

Class of Victim: Fighter/Barbarian/Bard/Thief (+0), Magic User/Illusionist (+2), Cleric/Demonologist/Druid/Assassin (+4), Necromancer/Paladin/Ranger/Houri (+7)
Alignment of Victim: Lawful (+1), Each Neutral element (+0), Chaotic (-1), Good (+1), Evil (-3)
Situational Modifiers: (examples only) Immediately after Combat in which Houri and Victim fought on same side (-3), Immediately after Combat on Opposite Sides (+3), In setting conducive to seduction including taverns, bordellos, moonlight etc (-1 to -7)
Houri is: Dressed in Bulky clothing (+1), Normal Clothing (+0), Scantily Clad (-1), Semi-Naked (-3), Naked (-5)

A seduced victim will drop any weapons held in hand, lose awareness of his surroundings and attempt to embrace the Houri in a passionate clench. The victim counts as being charmed thereafter. In such a state he is extremely vulnerable to any of the Houri's Kiss Spell-like abilities. However, any attempt by the Houri to use one of these kiss abilities (or otherwise use a special ability on the victim) allows the victim a saving throw versus death magic to realise he is being taking advantage of, breaking the seduction effect. He cannot be seduced again immediately thereafter. However, he may still fall victim to the spell like effect regardless....

Seduction lasts for a number of turns equal to the Houri's level plus 5. Aside from the means discussed above, it can also be broken by the following effects:

  • Victim is attacked by Houri
  • Allies attacked within line of sight by Houri or Hour's know companions
  • The Victim is allowed a saving throw vs spell to break seduction each time his advances are refused or spurned by the Houri.
  • The victim is the subject of an unsuccessful spell attack from any source.
  • Victim see's Houri attempt to seduce someone else (or engage in sexual acts with someone else, even a simple kiss might be enough depending on the tolerance levels of the victim). In this case, the effect is not automatically broken but the victim receives a saving throw vs death magic to break the seduction.
  • The victim is alarmed by the Houri's use of a Kiss of spell like ability and passes a saving throw vs death (as discussed above).
Spell-Like Abilities:
All the following abilities are treated, mechanically, as spells with verbal and somatic components (words and seductive gestures), components (oils, lotions, potions, scents and so forth) and savings throws as outlined in the description of the spell-like ability. However, they are NOT magic effects and cannot be overcome with Dispel Magic, Mordenkainen's disjunction  and the like. Like the Magic User, Houri keep a coded Journal, known by a variety of names (such as the Book of Manifold Pleasures or the Ninety Small Deaths) in which the Houri keeps a record of all her seductive secrets such as perfumes, poisons, oils, lotions, potions, massage techniques and recipes for incense and aphrodisiacs of all kinds. She gains spell like abilities at the same rate (and by the same means) as a Magic User gains spells. Like a magic user preparing spells, the Houri must prepare her like spell-like abilities in advance. This preparation period requires eight hours of uninterrupted rest
("beauty sleep") followed by preparation time equal to that of a magic-user memorizing his or her spells. In the case of the Houri however, this preparation period represents time spent applying make-up, hair-styling, bathing, applying various lotions and perfumes to the skin, limbering up (yoga), prayer, meditation and the brewing of poisons and aphrodisiacs.

Spell-Like Abilities by Level:

Level One:
1 Charm Person
2 Ventriloquism

3 Detect Charm
4 Fascination
5 Silver Tongue
6 Impotence
7 Kiss of Healing

8 Kiss of Sleeping
9 Kiss of Waking
10 Read Languages

Level Two:

1 Charm Normal Animal
2 Influence
3 Transfer Charm
4 Jealousy

5 Ecstasy
6 Dispel Charm
7 Kiss of Strength
8 Kiss of Weakness
9 Kiss of Wounding
10 Communicate


Level Three:
1 Hold Person
2 Love Spell
3 Resist Charm
4 Suggestion
5 Charm Giant Animals
6 Bodyguard
7 Kiss of Slavery
8 Disguise

Level Four:
1 Charm Monster
2 Resist Charm 10' radius
3 Love-sickness
4 Confusion
5 Hate Spell
6 Enchant Female (or Male)
7 Kiss of Paralysis
8 Kiss of Linking

Level Five:
1 Change Sex
2 Hold Monster
3 Kiss of Disfigurement
4 Kiss of Death
5 Kiss of Change
6 Stop! Spell

Level Six:
1 Heartbreaker
2 Mass Charm
3 Blown Kiss
4 Kiss of Regression
5 Geas
6 Kiss of Life

Note that the Kiss spells allow no saving throw, save that to break the state of seduction and then oly if the victim has previously been seduced using the Houri's seduction power.

OSRIC rules for all the above spell-like abilities will appear in part Two.

Continued Here: Link