HOURI: WIZARD SUB-CLASS DESCRIPTION: The Houri is a nymph of paradise. She was born in a seedy section of a city, growing up in a poor and miserable life but dreaming of a better future. Yet, instead of turning to a life of thievery like most, her beauty and intelligence leads her to a life a magic. Once there, she specializes in charming, enchanting, and seducing. Some people look down upon her as a disgusting prostitute and vixen. Others view her as a sensual beauty and the most desirable being on the Prime Material Plane. In addition to normal magic-user requisites, the Houri must have a minimum Charisma of 15 (her voluptuously alluring beauty and charm being evident). Also, a Houri is female (although adjustments can be made for men and thus a Gigolo wizard sub-class is born). Furthermore, she must be of chaotic alignment. PREFERRED SCHOOLS: The most appropriate school for the Houri is enchantment/charm. BARRED SCHOOLS: All other schools are barred. ROLE: The Houri is a fun-loving, charming person who can find herself mingling at all the high-class parties with many men-a-calling. She can also be found being a high-class prostitute for the wealthy and well-to-do. Her magic abilities are not always known by the company she keeps, which leads to mystery on why she is so alluring. Having a terrible and trapped childhood, the Houri is glad to adventure, traveling to many cities being the flirt in each. Her abilities of charm and communication make her valuable when in contact with intelligent beings (shes so irresistible). Because of this, she tends to be viewed as the leader of the group, although this probably isn't true (such matters of tactics, marching order, etc. are of little importance to her). WEAPON SKILL: REQUIRED: dagger or knife. The Houri is often fond of long, thin pins such as hat-pins and hair-pins, which can be easily concealed on the Houri's person and do 1-3 points of damage. NONWEAPON SKILL: BONUS: Etiquette, any one of the sexual skills listed in this guide (player's choice). RECOMMENDED: (General) Artistic Ability, Dancing, Languages (Modern), Singing (Rogue, no penalty), Gaming. EQUIPMENT: The Houri can spend her money on anything she likes. Remember, that the Houri should maintain a level of high beauty. Thus, jewelry, fine clothing, and perfumes are a favorite items of purchase for a Houri. SPECIAL BENEFITS: The Houri has a special power of seduction described in the "Seduction For The Professional" section. The Houri receives a +3 reaction modifier from men. SPECIAL HINDRANCES: A Houri is not allowed to wear protective armor; indeed, the less clothing she wears, the more effective she is. The Houri receives a -3 reaction modifier from women, for obvious reasons. The Houri refuses to live the terrible poor life she once had. Thus, when making purchase, the Houri accepts nothing but the best, whether it be a meal, a room for the night, a weapon, or even a chest to carry her possessions. Any time she buys any item, the Houri must pay 10 to 100 percent more than the listed price. The GM will decide the price paid by the Houri, which may vary from item to item, depending on the quality of merchandise in a particular locale. WEALTH OPTIONS: The Houri receives only (1d4+1) x 5 GP for starting money. RACES: A Houri can only be human, elven, or half-elven. ----------------------------------------------------------------------- SEDUCER: WIZARD SUB-CLASS DESCRIPTION: Where the Houri tends to be bubbly and perhaps a little indiscriminate, the Seducer (Seductress if female) is more subtle and discreet in his efforts. He will be dressed elegantly but not showy, have excellent taste in all that matters, and be very capable of following through on everything he promises... but whether he does, is another story. Seducers are the Valmonts and the Casanovas of the magic world. In addition to the normal requirements for a magic user, the Seducer must have a minimum 15 Charisma and 12 Wisdom (to be able to figure out all the tricky angles to use on which particular person). PREFERRED SCHOOLS: Seducers may not specialize. ROLE: The Seducer is the man that all the women swoon over and the Seductress the woman men fight over. They are manipulators in cunning and subtle ways -- yet they are not all evil, some merely wish to explore their sexuality in as many ways as they can, and some are merely looking for a mutual good time. WEAPON SKILL: RECOMMENDED: Dagger, or some other small weapon easily hidden and carried about. NONWEAPON SKILL: BONUS: Etiquette, Dancing, Artistic Ability, any one sexual NWP. The Seducer is assumed either to have come from a high- class background or to be aspiring to/pretending to have one. RECOMMENDED: Languages (Modern), Singing (Rogue, no penalty), Gaming. EQUIPMENT: The Seducer should spend a fair amount of money on good clothing, and should bear in mind if male that taking all those lovely ladies to dinner will cost a pretty penny. SPECIAL BENEFITS: The Seducer uses a special power of seduction described in the "Seduction For The Professional" section with the following formula rather than the one given: Seducer's level + his Charisma --------------------------------------------- Victim's level + modifiers + Wisdom bonus vs. charm spells Additionally, the Seducer receives a kind of "professional courtesy" from fellow charmers. Such creatures as mermaids, succubi, medusae, vampires, sirines, or others that use natural charm spells (GM's discretion) will not attack the Seducer and will be friendly toward him as long as he is the same toward them. Same creatures will be neutral to the Seducer's companions so long as those companions are same toward them, but even should the companions attack the creatures will not attack the Seducer until he attacks them. SPECIAL HINDRANCES: The Seducer must maintain his wardrobe, and is constantly replacing articles which have been muddied or torn. They are such perfectionists in their craft that they will dispose of anything that will harm their seductive craft unless it can be perfectly mended. They will also pay 10%-100% more than the normal cost whenever making a purchase due to their exacting standards. The longer a Seducer practices, the more charming he becomes -- so much so, in fact, that any humanoid of the opposite sex who comes in contact with him must save vs. spell at a penalty equal to the Seducer's level, and with no magical protective aid (no rings of protection, etc., but Wisdom bonus is allowed) or become mildly enamoured of him and disposed towards jealousy of any perceived rivals. This can work to the Seducer's advantage, but not when he's trying to seduce the Duchess and the enamoured chambermaids are putting mud in her stockings. Additionally, should a natural 1 be rolled on the saving throw, the victim will become completely obsessed with the Seducer. The victim will do anything (even violate his alignment) to gain the Seducer's love, and will deal ruthlessly with all rivals, real or perceived. This condition will last until negated by a Cure Insanity cast by a cleric of higher level than the Seducer, a Heal, a Limited Wish, a Wish, an Alter Reality or an Angel's Negation is cast on the afflicted. Alternately, 2d12 sessions psychotherapy lasting one hour each will grant the same result as an Angel's Negation. WEALTH OPTIONS: The Seducer begins with 5d4x10 gold pieces of starting money to simulate his higher standing. However, he must spend 50% of it on clothing. RACES: A Seducer can theoretically be any race, although most GMs would probably prefer to limit it to humans, elves and half- elves. ----------------------------------------------------------------------- SEDUCTRESS: ROGUE SUB-CLASS DESCRIPTION: The Houri does it for sleazy pleasure, the Seducer/Seductress mage does it for professional pleasure, but the rogue Seductress does it for the wealth. The Seductress is a female rogue who uses her special abilities of seduction to get what she wants. Unlike the mage Seductress who is in it more for lust, the rogue Seductress is more materialistic using lust to get things. In addition to the normal requirements for a rogue, the Seductress must have a minimum Dexterity of 12, a minimum Wisdom of 13, and a minimum Charisma of 15. The prime requisites are dexterity and charisma. A Seductress can be any chaotic alignment or neutral evil. ROLE: Seductresses are the women that men gawk over. They are manipulators in cunning and subtle ways typically getting what they want which is usually money. And if they have some wonderful sexually experiences, they better. Many thieves guilds have at least one Seductress high up in the organization. Most Seductresses latch onto the guild leader and use their powers to control the leader as a puppet and thus rule the guild from behind the scenes. Skill Progression: The Seductress has the thieves skills of Pick Pockets, Move Silently, Hide in Shadows, and Detect Noise. The Seductress doesn't have the thieving skills of Open Locks, Find/Remove Traps, Climb Walls, and Read Languages. WEAPON SKILL: RECOMMENDED: Dagger, or some other small weapon easily hidden and carried about. NONWEAPON SKILL: BONUS: Etiquette, Dancing, Disguise, any one sexual NWP. RECOMMENDED: Languages (Modern), Singing, Gaming. EQUIPMENT: The Seductress should spend a fair amount of money on good clothing, perfume, and other items of beautification. The Seductress doesn't wear armor as it hides her beautiful body unless shes on a thieving excursion and then leather armor is acceptable. SPECIAL BENEFITS: The Seductress uses a special power of seduction described in the "Seduction For The Professional" section with the following formula rather than the one given: Seductress level + (her Charisma / 2) --------------------------------------------- Victim's level + modifiers + Wisdom bonus vs. charm spells SPECIAL HINDRANCES: The Seductress must maintain her wardrobe, and is constantly replacing articles which have been muddied or torn. They are such perfectionists in their craft that they will dispose of anything that will harm their seductive craft unless it can be perfectly mended. They will also pay 10%-100% more than the normal cost whenever making a purchase due to their exacting standards. Note also that the Seductress also has a great love for jewelry. After all a woman is only as beautiful as her accessories. So the Seductress is required to spend a considerable amount of money on such things. The rogue Seductress is typically looked down upon by Houris and mage Seducers. They usually go out of their way to make life difficult for Seductresses when possible. WEALTH OPTIONS: The Seductress begins with 5d4x10 gold pieces of starting money to simulate his higher standing. However, he must spend 50% of it on clothing. RACES: A Seductress can theoretically be any race that can be rogues, although most GMs would probably prefer to limit it to humans, elves, and half-elves. SEDUCTRESS' GUILDS: These guilds are mostly in large cities and often found in matriarch cities. The guilds provide training for seductresses and will provide most often cheap room and board. The guilds are often connected to the government officials. This way they can provide service without any need for secrecy. The guild will give information on other guild locations and places where males are the minority of a population. That way a working woman can be financed easily. The guilds are often against any male ruled kingdoms and will pay for services of destabilize these governments. The dues are paid by training and using the facilities of the guild. Such as baths, cosmetics, spells, etc.. The guilds are run by older seductresses. They often have heagmasters and a small council. They set up rules and dress codes for the area Some guilds provide the community with escort services. ----------------------------------------------------------------------- PSIDUCER: PSIONICIST DESCRIPTION: The Psiducer is a telepath who uses her (or his) psionic ability to for pleasure and power. Like the mage seducer, the Psi- Seducer seeks pleasurable experiences through manipulation of others. Like the rogue seducer, the Psiducer seeks wealth and power. The Psiducer is always looks wonderful. The mind is great but the body looks the best. The Psiducer dresses quite elegantly favoring silk clothing above all others (some sages say that silk helps channel psionic power). In addition to the normal requirements for a psionicist, the Psi- Seducer must have a minimum 16 Charisma. The Psiducer can be of any alignment allowed by psionicists. Telepathic is her primary discipline. ROLE: The Psiducer is a much desired person. A beautiful person with a good mind; what a combination (and probably dangerous). The Psiducer is concerned with her own needs which mainly revolves around the pleasures of the mind and body and most Psiducers will pursue this avenue to the end. As part of the Psiducer's vanity, she strives for large quantities of material wealth and will use her powers of seduction to get it. Having money brings power which keeps the Psiducer's lifestyle pleasing. CHOSEN DISCIPLINES: REQUIRED: Telepathic RECOMMENDED: Psychometabolic, Clairsentient SCIENCES: REQUIRED: Split Personality. RECOMMENDED: Domination, Mass Domination, Switch Personality, Probe, Aura Sight, Clairaudience, Clairvoyance, Create Object, Appraise. DEVOTIONS: REQUIRED: one Sexual Psionic Devotion, Attraction, Awe, Empathy. RECOMMENDED: Conceal Thoughts, Contact, Daydream, ESP, False Sensory Input, Psychic Impersonation, Repugnance, Post-Hypnotic Suggestion, Telepathic Projection, Inflict Pain. WEAPON SKILL: RECOMMENDED: Dagger, or some other small weapon easily hidden and carried about. NONWEAPON SKILL: BONUS: Etiquette, Artistic Ability, any two sexual NWP. RECOMMENDED: Languages (Modern), Singing (Rogue, no penalty), Gaming. EQUIPMENT: The Psiducer spends a fair amount of money on beautification. The Psiducer doesn't wear armor as it hides her beautiful body. SPECIAL BENEFITS: The Psiducer is a pleasure to be around and doesn't need any more benefits. SPECIAL HINDRANCES: Because they use their psionic abilities for earthy reasons, the Psiducer is looked down upon by other psionicists. This results in a reaction penalty (usually 5%) decided by the GM. RACES: Any that may be a psionicist. NOTES: Here are some creative uses for existing powers: - Disintegrate clothes - Expansion of Bust or Hips - Probe for sexual experience or preference - Induce pleasure on herself - Summon Planar Creature - Succubus - Adrenaline Control - Increase Constitution Here are psionic powers that creative psionicist are working on: - Below Waist Project Force - Disease Sense - Ecstasy Field - Create Insanity (a very special Psychic Surgery) - Beautification (a very special Metamorphosis) - Desire Whip - Sexual Insinuation - Sexual Daydream - Desire Amplification - Graft Partner ----------------------------------------------------------------------- "I'M JUST A GIGOLO..." GIGOLO: BARD SUB-CLASS SPECIALTY: Entertainer/Lover/Romantic. QUALIFICATIONS: Standard ability scores (Dexterity of 12, Intelligence of 13, Charisma of 15). Gigolos must have a Constitution of 16 or more. Humans, Half-elfs, Elves may become Gigolos but they must be male. Although it is not required, the recommended alignments for Gigolos are Neutral Good, Neutral, and Neutral Evil. These alignments seem most appropriate. Lawful characters would steer clear of situations that Gigolos often find themselves in. Also, chaotic characters couldn't remain with just one person long enough which is what the Gigolo sub-class is all about. INTRODUCTION: I'm Just A Gigolo (Sad and Lonely) --- by Roth Van Clevens I'm just a Gigolo and everywhere I go, people know the part I'm playin', Pay for every dance, selling each romance, ohhh, what they're sayin', There will come a day, when youth will pass away, what will they say about me, Well the in crowd will know, I am just a Gigolo, LIFE goes on without me, Cause' I, ain't got nobody, nobody cares for me, nobody, nobody, I'm so sad and lonely, sad and lonely, sad and lonely, Won't some sweet mama come with me, I ain't so bad, Booza Booza Bop Tity Bop. DESCRIPTION: Sages refer to gigolos as men paid to be women's escorts or lovers. Some view gigolos as sad versions of Gallants, but gigolos are more. Sure Gallants are pure and romantic, but their only concern is their own personal passions. They charm and steal the hearts of women and then wisk away. The only time Gallants are concerned for others is when they can obtain glory and prestige. On the other hand, Gigolos make their living entertaining women. Their whole purpose is to please and satisfy women. ROLE: A gigolo travels the lands looking for a beautiful woman (usually wealthy and single and probably being a widow) to satisfy. He will stay with one woman until the situation becomes unrewarding. When a gigolo goes adventuring, it is likely the result of a request from a fair maiden, to retrieve an item of beauty and love, or for some other romantic cause. Unless a woman is present, the gigolo will probably stand clear of danger. But if a woman is looking on, then the gigolo will be quite the hero. SECONDARY SKILLS: Merchant, Domestic Servant. WEAPON SKILL: Gigolos must use gentleman weapons such as the rapier, epee, foil, sabre, and dagger. They may not use missile weapons such as long bow, short bow, crossbow, darts, etc.. NONWEAPON SKILL: BONUS: Etiquette, Sexual Endurance, Sexual Knowledge, Massage, Poetry. RECOMMENDED: (General) Artistic Ability, Dancing, Languages (Modern), Singing (Rogue, no penalty). ARMOR/EQUIPMENT: A Gigolo is not allowed to wear protective armor; indeed, the less clothing he wears, the more effective he is. SPECIAL BENEFITS: The Gigolo gains a +05% adjustment to the Detect Noise thief skill, because listening is very important to him (especially for the approaching footsteps of husbands, boyfriends, etc). Also, a Gigolo gains a +10% adjustment to the Read Languages thief skill, because most of Gigolo's customers are going to be fairly educated and most of them are likely to have a substantial library. Poetic Charm: A Gigolo who directs his attention to one person of the opposite sex can attempt to win that person's heart. This requires the Gigolo to perform many subtle acts of wit and charm. Among these acts must be the recital of at least one poem concerning the person. The entire effort takes a minimum of 10 minus the bard's level turns (not less then one turn), after which the person rolls a saving throw vs. Paralyzation with a -1 penalty per four levels of the Gigolo. Failure means that the person is affected as if the Gigolo cast a Charm spell on him or her. The effect is not magical and doesn't wear off over time, unless the Gigolo treats the person badly or exploits them. Each abuse results in another saving throw being rolled to break the Gigolo's charm. The Dungeon Master may apply adjustments based on the situation. Personalize: This Benefit allows the Gigolo to personalize any song, poem, or story for 1 person. This makes the person targeted feel as if the poem, song, or story is about them. Once a piece has been personalized the target will perform any suggestion the Bard makes as long as it is not contrary to their nature for 2d10 rounds. If a Bard personalizes a bit for someone else within 5 turns of the previous target, the first target will fly into a rage from jealousy. Although the first target may not act right away, he or she will attempt some form of revenge. It is up to the Dungeon Master to determine the quantity and method of revenge. Domestic Skill: A Gigolo will excel at any one domestic skill. The Bard will be able to succeed in all but the most extreme attempts at his or her particular skill. The domestic skills include but are not limited to: cooking, cleaning, shopping, butler, fashion consultant, etiquette, diplomacy, wine connoisseur. The Bard should pick one of these to excel in, but may take any of the others as a skill. These skills are used by the Bard to impress any customer and can become an asset when payment is considered. Conceal Activities: The Gigolo may have more than one customer. This ability allows the Bard to Conceal his activities with one customer from his other customers. It comes into effect when a customer asks the Bard about his "off-time". The Bard is able to skillfully fend off any inquiries by redirecting them onto other subjects. Only under a spell or spell-like effect will the Bard reveal his other activities (unless he wants them revealed, of course). SPECIAL HINDRANCES: The Gigolo receives a -3 reaction modifier from men, for obvious reasons. Also, the Gigolo will not gain any followers and will in most cases not have a strong hold. The Gigolo suffers a -10% adjustment to the Pick Pockets thief skill, because he doesn't practice this skill much since it has little value for him. The Gigolo refuses to live the terrible poor life. Thus, when making purchase, the Gigolo accepts nothing but the best, whether it be a meal, a room for the night, a weapon, or even a chest to carry his possessions. Any time he buys any item, the Gigolo must pay 10 to 100 percent more than the listed price. The GM will decide the price paid by the Gigolo, which may vary from item to item, depending on the quality of merchandise in a particular locale. The Gigolo contacts many females in an intimate way. If he contacts any sexual disease and passes it on to a client, he will not be contacted by any new clients, and as word gets around he will lose all his clients. Eventually he will not be able to support himself in his current place of residence and will be forced to move to another locale. ----------------------------------------------------------------------- GETTING TO KNOW A PROSTITUTE (RANDOM GENERATOR) OVERALL PROSTITUTES Before getting to know a specific prostitute, the prostitute pool should be known. The GM may make adjustments as she/she deems necessary. To decide the number of prostitutes in a given settlement examine Table 1. Make adjustments based on alignment of the settlement (Table 2). NOTE: Most GMs feel that the number of prostitutes should never exceed 10% of the total population unless the settlements primary function is prostitution. Therefore, adjustments should be made accordingly. TABLE 1: Number of Prostitutes Settlement Population # Of Prostitutes Thorp 20-80 1d6 Hamlet 100-400 1d10 Village, Wych 600-900 1d20 Town 1500-6500 1d100 City 10000-60000 2d100 TABLE 2: Alignment Adjustments To # Of Prostitutes Lawful divide by 2 Chaotic multiply by 2 Good divide by 2 Evil multiply by 2 Information on prostitutes working under management can be found in the "The House Of Ill Repute" section. GETTING A FEEL FOR THE PROSTITUTE Not all prostitutes are alike. Below are the steps necessary to make a very unique and exciting prostitute. 1) Choose an appropriate sex for the prostitute. Randomly, there is a 80% of female prostitutes and a 20% of male prostitutes. 2) Choose an appropriate race in respects to the environment (i.e. area, population, politics, etc.). 3) Generate ability scores as describe in your RPG system. The prostitutes highest ability should probably be constitution. 4) Height and weight can be generated randomly using Table 3. Take the appropriate base score and add the die roll modifier. 5) Roll on Table 4 three times to get hair color, eye color, and complexion. 6) Age can be generated randomly using Table 5. Take the appropriate base age and add the die roll modifier. 7) The various measurements of a women can be generated as followed: - Roll on Table 6 to get the vital measurement statistic. - To find bust size, add the Vital Statistic to the proper Bust modifier (Table 7). - To find waist size, add the Vital Statistic to the proper Waist modifier (Table 7) . - To find hip size, add the Bust to the proper Hips adjustment (Table 7) . If the woman's height is below 5 feet, then modify bust and hips by -2. 8) The major measurement of a man is 1d4+5 inches. 9) With prostitutes can come bad things. Roll on Table 9 to decide if anything bad comes with the prostitute. Then, roll on the appropriate table in the appropriate section of the guide. 10) With prostitutes can come good things as well. Namely, specialties that the buyer may really like. Roll on Table 10 to decide if anything extra comes with the prostitute. With specialties come additional costs. Adjustments to cost are shown on this table as well. (Cost is calculate next.) 11) The average cost to hire a prostitute is 1000 SP / number of prostitutes available. Thus, the average cost for a prostitute in a town with 10 prostitutes is 100 SP each. Adjustments are made based on inclination. Roll on Table 10 to get inclination with adjustments from Table 11 and Table 12. Add the listed percent of the current cost to the current cost to get the new cost. Inclination is just an attitude that the prostitute has towards the prospective client which affects the price. Another adjustment is made based on specialty, which was calculated early (Table 9). Add the listed percent of the current cost to the current cost to get the new cost. The last adjustment is made based on the race of the prostitute. Multiple the multiplier from Table 13 to the current cost to get the final cost. (NOTE: This adjustment is mainly for human settlements. An all dwarven settlement would have a higher demand for other creatures then dwarves. Thus, prices for humans would probably be more.) Additional costs can manifest itself when patronizing a courtesan. A player might have to spend money on a meal (they got to eat too), alcoholic beverages (no doubt), a room (unless you like doing it in an alley), and medical expenses (you give them a disease, you pay for it). Now, a nice versatile prostitute has been created, but there still is room for improvement. Keep in mind that some prostitutes are thieves (probably high-level) and should have such abilities. Some could even be fighters with weapon specializations in knives and daggers. There could even be cleric prostitutes who worship some evil deity of lust. The thing to remember is that a GM can use a prostitute as a very important NPC. Prostitutes usually have information (dirt) on everybody who passes through their beds; not to mention pillow talk info. that shouldn't have been told. A prostitute is more interesting than the old fat tavern keeper with old boring stories. Keep this in mind, before throwing out such an encounter. TABLE 3: Height And Weight Height in Inches Weight In Pounds Race Base* Modifier Base* Modifier Dwarf 43/41 1d10 130/105 4d10 Elf 55/50 1d10 90/70 3d10 Gnome 38/36 1d6 72/68 5d4 Half-Elf 60/58 2d6 110/85 3d12 Halfling 32/30 2d8 52/48 5d4 Human 60/59 2d10 140/100 6d10 * Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier will allow for a broad range in each category. TABLE 4: Color Stats. Die Roll Hair Color Eye Color Complexion 01-13 Brunette Lt. Blue Dusky Olive 14-26 Blond Dk. Green Bronze 27-34 Auburn Hazel Milky White 35-42 Sable Brown Ebony 43-50 Crimson Crimson Lt. Red 51-58 Silver Silver Yellow 59-67 White Lt. Green Brown 68-75 Sky Blue Dk. Blue Golden 76-83 Lt. Green Pink CHOOSE 84-91 Lilac CHOOSE CHOOSE 92-99 Iridescent CHOOSE CHOOSE 00 Bald Each Eye Diff. CHOOSE TABLE 5: Age Race Base Modifier Dwarf 40 5d6 Elf 100 5d6 Gnome 60 3d12 Half-Elf 15 1d6 Halfling 20 3d4 Human 15 1d4 TABLE 6: Vital Measurement Statistic Die Roll Vital Stat. 01-30 22" 31-50 23" * CONSTITUTION V.S. MODIFIER 51-65 24" 3-8 -2 66-77 25" 9-12 0 78-82 26" 13-18 +2 83-85 27" 86-90 28" 91-94 29" 95-97 30" 98-99 31" 00 32" TABLE 7: The Measurements Charisma * Bust Waist Hips 3 0 5-30" +6d6" 4-5 5-8" 2-12" +1d6" 6-8 6-9" 1-4" 0 9-11 7-10" 1-2" 0 12-15 8-11" 0 0 16-17 9-12" 0 -1" 18 10-12" 0 -2" * Optionally, you may prefer to use Comeliness rather than Charisma since Comeliness is a better representation of beauty. TABLE 8: Prostitute Extras Die Roll Extra 01-49 Nothing 50-79 Natural Disease 80-89 Magical Disease 90-99 Insanity 00 ROLL TWICE TABLE 9: Specialty Die Roll Specialty Adjustment 01-49 Nothing 0 50-69 Massage + 10% 70-79 Anal Sex + 20% 80-89 Oral Sex + 40% 90-97 Bondage + 60% 98-99 Roll Twice + 80% 00 Roll Thrice + 100% TABLE 10: Inclination Die Roll Inclination Adjustment 01 Loathe + 100% 02 Hate + 75% 03-04 Dislike + 50% 05-06 Aloof + 25% 07-08 Sympathetic - 30% 09-11 Interested - 40% 12-14 Playful - 50% 15-16 Capacious - 60% 17-18 Fondness - 70% 19 Infatuation - 80% 20 Passionate - 90% TABLE 11: Disposition Modifier To Inclination Die Roll Disposition Mod. 01-02 Angry -3 03-04 Jealous -2 05-07 Pensive -1 08-10 Tired 0 11-13 Tender +1 14-15 Excited +2 16-17 Ardent +3 18-19 Erotic +5 20 Obsessed +6 TABLE 12: Charisma Of Client Modifier To Inclination Charisma Mod. 0-12 0 13-16 +1 17 +2 18 +3 TABLE 13: Racial Multipliers to cost Race Multiplier Human 1.0 Elven 5.0 Half-Elven 2.5 Dwarven 3.0 Halfling 4.0 Orchish 0.5 Half-Orchish 0.7 Exotic (Other) 8.0 ----------------------------------------------------------------------- FILLING THE HOUSE OF ILL REPUTE The information for this section is taken from the out-of-print The Free City Of Haven (Copyrighted 1981 Gamelords Ltd.) If you find this classic RPG aide, grab it. A brothel, bawdy house, whore house, relaxation emporium, or whatever the name are places where a person may go for an evening of entertainment (so to speak). A brothel comes in three sizes: Size Employees Small 4d4 Medium 6d6 Large 8d8 In addition to the regular employees listed above, there will be a number of amateurs who use a house as a base. They will usually average 50% of the regular staff of that house. There will usually be a small number of girls in training, frequently working as maids for the top regulars. They will number approximately 25% of the regulars - these girls do not yet work with the customers. As Table 1 shows, there are four classes of brothels. The GM can roll randomly or choose. Slavery is banned in most places, but not all; so it is included in the table. TABLE 1: Brothel Classes Die Roll Class 01-03 Fine 04-12 Normal 13-16 Low 17-20 Slave House amateurs usually receive about one-half the going rate; one does not find amateurs on a slave house. The racial mix in the average house of its class is given on Table 2; one may either specify the race of the girl involved (as in the rules in the prostitute random generator), or roll dice (1d100) for each girl to see who's available. TABLE 2: Races Found In Different Classes Race Fine Normal Low Slave Human 01-62 01-67 01-70 01-60 Elven 63-70 68-70 --- 61-64 Half-Elven 71-82 71-79 71-75 65-74 Dwarven 83-84 80 --- 75 Halfling 85 81 --- 76 Orchish 86-88 82-87 76-84 77-84 Half-Orchish 89-97 88-99 85-00 85-95 Exotic (Other) 98-00 00 --- 96-00 Houses tend to be run by women, although some are managed by men (occasionally chosen by the girls, frequently simply the "boss" who has hired them). If run by a woman, she is usually (80%) a high rank courtesan herself, and will occasionally be available to preferred (wealthy - and I do mean filthy, stinkin' rich) customers. There are usually some additional costs involved in patronizing a courtesan in such an establishment. Although entertainment is usually provided at no extra cost in the major houses, a character should expect to spend the price of the girl's meal and alcoholic beverages. If a character should wish to spend the entire night with the lady of his choice, the cost increase by 50%. This does, of course, provide one with a room for the night as well as a cuddly bed companion. If a man is dealing with one of the girls who work on the street, there is a 25% surcharge to provide a room, unless the customer has nearby (within 2 to 3 blocks at the farthest) quarters. Time spent in a house can be as much as 4 to 6 hours (if not overnight). With one of the street girls, an interlude should occupy about 1-1/2 to 2 hours. The chance of a prostitute having a disease is less based on the class of a house in which the girl works. The higher the class of the house, the better health care the girls receive, and the lower the chances of infection. In a Normal house, there is a -5% modifier to the chance of the girl being infected. In a Fine house, there is a -10% modifier to the chance of the girl being infected. In a Slave house, there is a -15% modifier to the chance of the girl being infected. This is high because most slavers consider losing income or valuable property to disease uneconomical. With the girls on the street, there is no modifier to the chance of the girl being infected.