THE HOURI
Brian Asbury's 'Houri' appeared in White Dwarf 13 (1979) and was a sub-class of Magic-User specialising in charm and stealth. This is a revised version of the Houri for White Box.
Houris are intriguers and seducers who use their personal charms to manipulate others. They excel at gathering and trading rumours and exploiting social situations. Houris can be any non-Lawful alignment. Houris can be male (adonises, if you prefer) or female. They are usually Human but at the Referee’s discretion Elves may also be Houris (advancing to level 8). The Houri's Prime Attribute is Charisma, which confers a +05% bonus if it is 15+.
Armour & Weapon Restrictions
Houris may use daggers, darts and other small, concealable weapons. They may not wear armour or carry shields. They can use magic items usable by all classes, but also cloaks of protection and staves of beguiling and command.
Intrigue
This is the chance (roll on a d6) for the Houri to learn something of value from talking to a NPC for one round or observing a group of NPCs for 1d6 rounds. If successful, the Referee will provide the Houri with a rumour. If unsuccessful the Referee rolls a second time and if that roll is also unsuccessful the Houri is provided with a false rumour; if the second roll succeeds the Houri learns nothing but is not misled.
Entrancement
Houris know how to make an impression with their appearance, dress, scent and body language. The Houri can entrance a number of Hit Dice of humanoid NPCs equal to his or her level. Entrancement lasts 1d6 rounds and affects persons of all genders and sexual orientations.
Entranced NPCs spend one round watching the Houri and are treated as stunned. After this they will pursue the Houri, trying to get close to him or her.
In a combat situation, these NPCs will target the Houri with their attacks but (at the Referee's discretion) they will try to capture rather than kill the Houri if possible.
In a non-combat setting, the NPCs will try to block the Houri from leaving and interact with the Houri (roll Reaction; hostile reactions are scandalised by the Houri's manner and appearance, friendly reactions will flirt or admire).
When the entrancement wears off, NPCs return to their normal behaviour.
Entranced NPCs spend one round watching the Houri and are treated as stunned. After this they will pursue the Houri, trying to get close to him or her.
In a combat situation, these NPCs will target the Houri with their attacks but (at the Referee's discretion) they will try to capture rather than kill the Houri if possible.
In a non-combat setting, the NPCs will try to block the Houri from leaving and interact with the Houri (roll Reaction; hostile reactions are scandalised by the Houri's manner and appearance, friendly reactions will flirt or admire).
When the entrancement wears off, NPCs return to their normal behaviour.
Fascination
Houris can bewitch NPCs who have been entranced: this has the same effect as charm person. The subject is allowed to save vs Spells to resist this and, if successful, is immune to further attempts until the Houri has increased a level of experience.
Fascinated NPCs who are sexually orientated towards the Houri will be romantically infatuated. Other NPCs will be struck with admiration and a desire to impress the Houri
A Houri can keep one NPC fascinated, plus an extra NPC per Charisma bonus modifier (usually +1, +2 or +3). If the Houri exceeds this limit, a previously fascinated NPC is no longer charmed and conceives an intense hatred of the Houri that lasts 1d6 days but lasts weeks instead if the Fascination was romantic.
Fascinated NPCs who are sexually orientated towards the Houri will be romantically infatuated. Other NPCs will be struck with admiration and a desire to impress the Houri
A Houri can keep one NPC fascinated, plus an extra NPC per Charisma bonus modifier (usually +1, +2 or +3). If the Houri exceeds this limit, a previously fascinated NPC is no longer charmed and conceives an intense hatred of the Houri that lasts 1d6 days but lasts weeks instead if the Fascination was romantic.
Saving Throws
Houris gain a +2 bonus against ESP and mind-controlling powers.
Establish a Salon
At ninth level, a Houri may build a pleasure palace in a town or city. She or he becomes a Muse and attracts the services of a band of lower level NPCs (often other houris, bards and thieves but possibly illusionists or clerics of love-deities) who frequent her salon, which becomes a hub of culture, pleasure and gossip. A salon might be an artistic studio, a temple to love or a brothel or anything in between.
Trauma
Houris are sensitive people but very flexible in their psychology: they do not gain Trauma from negotiating with monsters, from testing potions or from being charmed, possessed or transformed by magic.
Houri Feats
- Backstab: You can Backstab opponents you have Entranced, just like a Thief (gaining +2 to hit and rolling damage dice twice); this immediately ends the Entrancement.
- Bewitching: Your Fascination power functions as charm monster instead of charm person.
- Body Language: You can communicate with intelligent creatures without sharing a language, but only simple ideas, emotions and instructions can be conveyed.
- Insight: Add +1 to your Intrigue score.
- Master (or Mistress) of Disguise: You can spend 1d6 rounds disguising yourself to appear as any class, gender or race of your approximate build. If onlookers try to see through your disguise, use your Intrigue skill to fool them.
- Poisonous Kiss: You can apply contact poison to your lips or body, causing a victim you kiss or embrace either to be paralysed for 1d6 rounds or to take 1d6 damage if they fail to save vs Poison. Victims are only affected by the poison once, until you re-apply it the next day.
- Striking Appearance: Add +2 to the number of Hit Dice of people you can Entrance.
Notes for Referees
You have to rule on entrancement on a case-by-case basis.
In a dungeon situation, Entrancement will stun a group of humanoid monsters then cause them to target the Houri with their attacks. Since Houris wear no armour, they need to think carefully before employing this tactic!
In other situations, Entrancement can lure away sentries, break up crowds or cause enemies to pursue the Houri rather than other characters.
Entrancement is a pre-requisite for Fascination. Once a creature is Fascinated, the Houri cannot remove the effect except by Fascinating more creatures, which causes previous subjects to react with hatred. When the Houri Fascinates a new subject beyond their limit, the Referee should determine randomly which of the previous subjects reacts this way.
Intrigue can only be used once on each named NPC or group of unnamed NPCs or humanoid monsters. It cannot be attempted again on the same persons until the Houri has gained a level of experience.
The Referee should give Intrigue a wide latitude to discover secrets, detect monster weaknesses or ‘read the room’. By way of default, a successful Intrigue could allow a Houri to confer on an ally an attack with advantage (a spell that is saved against at -2, an attack with a +2 bonus, an opportunity to Backstab or Assassinate) or allow the Houri knowledge of a treasure, trap or secret door in the area.
In a dungeon situation, Entrancement will stun a group of humanoid monsters then cause them to target the Houri with their attacks. Since Houris wear no armour, they need to think carefully before employing this tactic!
In other situations, Entrancement can lure away sentries, break up crowds or cause enemies to pursue the Houri rather than other characters.
Entrancement is a pre-requisite for Fascination. Once a creature is Fascinated, the Houri cannot remove the effect except by Fascinating more creatures, which causes previous subjects to react with hatred. When the Houri Fascinates a new subject beyond their limit, the Referee should determine randomly which of the previous subjects reacts this way.
Intrigue can only be used once on each named NPC or group of unnamed NPCs or humanoid monsters. It cannot be attempted again on the same persons until the Houri has gained a level of experience.
The Referee should give Intrigue a wide latitude to discover secrets, detect monster weaknesses or ‘read the room’. By way of default, a successful Intrigue could allow a Houri to confer on an ally an attack with advantage (a spell that is saved against at -2, an attack with a +2 bonus, an opportunity to Backstab or Assassinate) or allow the Houri knowledge of a treasure, trap or secret door in the area.
What about magical Houris?
Brian Asbury's original Houri was a spell-caster as well as a seducer. Now it seems to me that there is no need for a separate class if this is what you want. Any Magic-User can specialise in charm, illusion, scrying and mind control. However, they do not get the powers of Entrancement, Fascination and Intrigue described above and choose their Feats from the Magic-User lists.
A Magic-User Houri will only use these spells from the White Box lists:
A Magic-User Houri will only use these spells from the White Box lists:
The Houri's Kiss
Rather than giving Houris a Familiar as a starting ability (c.f. Expanded Lore), allow them this power: if they kiss a target while casting a spell, the target gets no saving throw against that spell. Of course, kissing an opponent in combat requires a roll to hit and if the roll misses the spell is wasted.
Rather than giving Houris a Familiar as a starting ability (c.f. Expanded Lore), allow them this power: if they kiss a target while casting a spell, the target gets no saving throw against that spell. Of course, kissing an opponent in combat requires a roll to hit and if the roll misses the spell is wasted.
Brian Asbury's Houri Spells
Some of the original Houri spells can be included for White Box like these, which are only available for Magic-User Houris.
Some of the original Houri spells can be included for White Box like these, which are only available for Magic-User Houris.
Silvertongue
Spell Level: M1
Range: Caster
Duration: 1d6 rounds
The caster can lie convincingly. Listeners will believe anything the caster tells them so long as it is not contradicted by their senses. Lies that go against deeply held beliefs allow the target a saving throw vs Spells and, if successful, the target will believe nothing else the caster says.
Spell Level: M1
Range: Caster
Duration: 1d6 rounds
The caster can lie convincingly. Listeners will believe anything the caster tells them so long as it is not contradicted by their senses. Lies that go against deeply held beliefs allow the target a saving throw vs Spells and, if successful, the target will believe nothing else the caster says.
Communicate
Spell Level: M2
Range: Caster
Duration: 1 hour
The caster can communicate with any intelligent, non-magical creature in its native language. (The caster speaks normally but the targets hear their own native tongue, which the caster understands in his or her own familiar language).
Spell Level: M2
Range: Caster
Duration: 1 hour
The caster can communicate with any intelligent, non-magical creature in its native language. (The caster speaks normally but the targets hear their own native tongue, which the caster understands in his or her own familiar language).
Love Spell
Spell Level: M3
Range: Touch
Duration: Until dispelled
The target will fall in love with the next gender-appropriate person it sees if a saving throw vs Spells is failed.
Spell Level: M3
Range: Touch
Duration: Until dispelled
The target will fall in love with the next gender-appropriate person it sees if a saving throw vs Spells is failed.
Hate Spell
Spell Level: M4
Range: None
Duration: Until eaten
The target will conceive a violent hatred for the next person it sees if a saving throw vs Spells is failed.
Spell Level: M4
Range: None
Duration: Until eaten
The target will conceive a violent hatred for the next person it sees if a saving throw vs Spells is failed.
Stop!
Spell Level: M5
Range: Caster
Duration: 1d6 rounds
All non-magical creatures that can see the caster are frozen with awe and desire for 1d6 rounds and can take no actions, including self-defence. Attacks against them are at +4. There is no saving throw against this but creatures are freed from the effect if they are attacked, roughly shaken or spells are cast on them.
Spell Level: M5
Range: Caster
Duration: 1d6 rounds
All non-magical creatures that can see the caster are frozen with awe and desire for 1d6 rounds and can take no actions, including self-defence. Attacks against them are at +4. There is no saving throw against this but creatures are freed from the effect if they are attacked, roughly shaken or spells are cast on them.
Blown Kiss
Spell Level: M6
Range: 120ft
Duration: Instant
This spell lets the caster cast any level 1-5 spell they have prepared as if it were bestowed through a kiss (i.e. there is no saving throw against it).
Spell Level: M6
Range: 120ft
Duration: Instant
This spell lets the caster cast any level 1-5 spell they have prepared as if it were bestowed through a kiss (i.e. there is no saving throw against it).