TEXT: Painted Ladies of
  the Stars
  Prostitution in Star Trek - A Sourcebook
   W ritten by UNKNOWN
  Edited and Revised by Owen E. Oulton
  
  Painted Ladies of
  the Stars
  Prostitution in Star Trek - A Sourcebook
  Disclaimer
  First off, if you DON’T like the concept of money in Star Trek,
  or Deep Space Nine in general, then the following document
  will not be to you liking Some content and images may adult in
  nature. This document is not suitable for those under the age
  of consent.
  That said, what is the relevance of prostitution in the Star
  Trek Universe? In Raiders, Renegades and Rogues, on page
  110, there is the “Netboy/Netgirl” background package that
  makes a reference to it, but so far nothing else, and that
  surprised me. For canon material, there is mention of the
  Bajoran comfort girls during the occupation; that and Quark’s
  Dabo girls and holo-suite programs are the only onscreen
  references. There is nothing more in the way of canon unless
  you count “Mudd’s Women” and Green Orion Slave women.
  If we accept that the world’s oldest profession “soldiers” on
  into the 24th century, then who is involved in it?  The Orions
  would of course have a hand in it, probably in ‘procurement’ of
  participants (both willing and unwilling.)  The Ferengi would
  have a part in it, probably on the illegal holo-suite program end;
  they also would run the net. Then, of course, there would be a
  lot of small fry, dealers in illegal drugs and technology of
  various races who would make an extra buck off of it.
  Then as always would be the independent types, the
  Courtesans and the “Miss Kitty” style madams and the
  independent loner doing it on the side (no pun intended) for
  their own reasons.  All would be found mainly on the frontier
  and on some of the more looser independent worlds within
  known space.
  CHARACTER CREATION
  This section provides the information needed to create
  prostitute characters for a Star Trek: RPG series. These
  characters are 36 DP civilian characters, “weaker” than most
  regular Starfleet officer characters. With the Narrator’s
  permission you may add 18 DP’s to purchase new skills and
  traits at the end of the background stage of development.
  OVERLAYS
  Use the following Overlays for characters in a Rogue
  series for those who come from prostitute backgrounds. As in
  typical Star Trek RPG series, you should consult with the
  narrator before choosing an Overlay for your character.
  THE KEPT WOMAN or COURTESAN
  This is the type who will stay with one or two person
  (Patrons) for an extended amount of time (2 to 3 tours of duty
  worth). 
  Usually 
  they 
  are 
  set 
  up 
  with 
  nice 
  living
  accomm odations if not living with their Patron and have all
  their expenses paid for. They will generally have developed
  unusual skills in such fields as Diplomacy and Administration
  and on rare occasions are given actual real authority to
  function in the name of their patron. 
  
  Skills
  Administration (Choose Specialization) 1 (2)
  Athletics (Choose Specialization) 1 (2) Or Acrobatics (Chose
  Specialization) 1 (2)
  Artistic Expression (Choose specialization) 1 (2)
  Charm (Influence) 2 (3)
  Culture (That of the Patron) 2 (3)
  Diplomacy (Negotiation) 1 (2)
  Language Of the Patron 2
  Knowledge: Specific Sexual Practice 1
  Service (Sexual) 1 (2)
  THE CALL GIRL or BROTHEL WORKER
  This is the person who has ‘worked’ their entire life in the
  Profession entering when they were children or after certain
  events in their life placed them  into it.  They can be both
  Independent working alone usually with some front activity
  such as a store, restaurant or providing a needed service or as
  part of a “professional” house under the guidance and
  protection of a Madam or other such person, sometim es a
  Syndicate boss.  They will also possess som e sort of basic
  criminal skill such as Con Artist or Gambler. 
  Skills 
  Athletics (Chose Specialization) 1 (2) Or Acrobatics (Chose
  Specialization) 1 (2)
  Artistic Expression (Acting) 2 (3)
  (Storytelling) (3)
  Charm (Influence) 2 (3)
  Gaming (Choose Game) 1 (2)
  Knowledge: Specific Sexual Practice 1
  Service (Sexual) 1 (2)
  Unarmed Com bat (Choose Specialization) 1 (2)
  THE STREETWALKER or HOOKER
  The hooker, the streetwalker, they have many names.
  These poor souls have no permanent and safe place from
  which their customers seek them; out instead they most go out
  and find customers for themselves.  Because of this they have
  constant dealing with law enforcement officials. W hile
  Independent workers do exist for the most part they will work
  for a pimp who will handle the money for them even though
  they both bargain and collect it from the customer.
  Skills
  Bargain (Haggling) 1 (2)
  Charm (Seduction) 1 (2)
  Concealment (Conceal W eapon) 1 (2) 
  Fast Talk 2
  Energy W eapon (Stunner) OR (Phaser) 1 (2)
  Persuasion (Wheedling) 1 (2)
  Planetside Survival (Urban) 1 (2)
  Primitive W eaponry (Dagger) 1 (2)
  Unarmed Com bat (Chose Specialization) 1 (2)
  Sixth Sense
  MADAMS and MANAGERS
  Females are known as Madams and males are known as
  Managers. Generally they care for and about those
  professionals and those workers who come under their
  control.  They are fair and evenly share the profits of the house
  intake. Most also manage the clientele of their establishments
  and run them by sound business practices.
  
  Skills
  Administration (Brothel) 2 (3)
  Charm (Influence) 2 (3)
  Bargain (Haggling) 2 (3)
  Knowledge: Specific Sexual Practice 1
  Language: Federation Standard + choose Language 1 each 
  Law (Vice) 1 (2)
  Personal Equipment (PADD) 1 (2)
  Persuasion (Counseling) 1 (2)
  PIMP
  The opposite of a  madam, this is the worst kind of flesh
  dealer, he only cares for the profit and nothing more. He is not
  above threats, abuse and intimidation to get what he wants. He
  sometimes possesses charm, but it only serves to mask his
  true nature. This is the person that will pick unsuspecting
  persons and bring them  into the life. This makes him the only
  active recruiter for the profession and he will only part with his
  workers if there is a profit.
  Skills
  Behaviour Modification (Brainwashing) 2 (3)
  Charm (Seduction) 2 (3)
  Fast Talk 2
  Intimidation (Interrogation) 1 (2)
  Law (Vice) 1(2)
  Personal Equipment (PADD) 1 (2)
  Persuasion (Storytelling) 1 (2)
  Planetside survival (Chose Specialization) 1(2)
  Streetwise (Profiling) 1 (2)
  BACKGROUND HISTORIES
  The following Background History packages apply to
  Professionals in all area of the “Profession” from all over the
  Alpha and beta Quadrants.  Use the “Universal Background
  List” (and the attribute and trait lists from other stages) from
  the Star Trek: Deep Space Nine Roleplaying Game core
  rulebook with these stages. 
  Of course, the Background History packages presented
  here don’t represent the only ways to enter the Profession. A
  character could have a perfectly ordinary childhood (Normal
  upbringing from the core rulebook, to take one example) and
   then drift into crime and the profession when they get
  older. As long as the Developm ent Points remain and your
  narrator approves you can mix and match packages from
  various source books to create just the sort of character you
  want.
  If you prefer not to choose a package for a particular stage
  of your character’s Background History refer to pages 52-59 of
  the Star Trek: Deep Space Nine Roleplaying Game core
  rulebook for broad list of the attributes, edges and traits
  available during each stage. 
  Prostitute characters obviously can learn skills that the
  
  Federation 
  frowns 
  upon. 
  Ignore 
  the 
  icons 
  indicting
  inappropriate skills in the Star Trek: Deep Space Nine
  Roleplaying Game core rulebook when building professional
  characters.  
  EARLY LIFE
  The Character receives 5 Development Points to spend
  during Early Life.
  House Upbringing: 
  The best result for a child of someone in the profession or
  an orphan, they were taken in and raised by a Madam or a
  Courtesan and saved/sheltered from being a child prostitute.
  Athletics (Chose Specialization) 1 (2) or Acrobatics (Chose
  Specialization) 
  1 
  (2); 
  Artistic 
  Expression 
  (Choose
  Specialization) 1 (2); Diminished Social Status –2
  “Professional” Upbringing: 
  Unfortunately  the character was brought up in the
  profession being a child prostitute.  Either their parent was
  already in the profession or they were forced or fell into it by
  the likes of a Pimp or even their parents.
  Charm  (Seduction) 1 (2) Bargain (Price haggling) 1 (2);
  mistrustful –1 or Ally +2; Traumatic Experience –2 
  ADVANCED EDUCATION/TRAINING
  The character receives 9 Development Points to spend on
  Advanced Training.
  Courtesan Mentorship: 
  The character was very lucky and soon after starting in the
  profession was found and taken in by an experienced
  Courtesan and her Patron. Once there they were taught the
  basic skills needed to move up in the better part of the
  Profession.
  SKILLS
  Culture (That of the Mentor Patron) 1 (3), Language (That of
  the Mentor Patron); Administration (chose specialization) or
  Diplomacy (Negotiation) 1 (2).  Or if the characters Culture and
  Language are the same; Administration (Chose Specialization)
  1 (2); Diplomacy 1 (2); Knowledge (A new Specific Sexual
  practice) 1; Language Ability + 2 or Patron +2; Obligation –2
  Amateur Prostitute: 
  This is the entry-level position for independents in the
  profession, working usually from their own place of residence.
  Most will only be in the profession until they have earned
  enough to start their own business, to go to school or learn a
  trade.  Some will go on to become professionals and some
  might even become Kept Women or Courtesans themselves.
  Some will use their experience to earned extra income while
  working in ‘respectable’ jobs.
  Skills
  Charm  (Seduction) (Influence) 1 (2) (2); Alertness +2
  Distrustful –1 Hides Emotions –2 or Dark Secret –2
  Professional Mentorship: 
  The worker as a young novice was lucky to have been
  either taken in or literally bought off the street by a madam  or
  independent professional and taught the civilized Skills of the
  profession.
  Skills
  Athletics (Choose Specialization) 1 (2) or Acrobatics (Choose
  Specialization) 1 (2); Artistic Expression (Acting) 1 (2) or
  Knowledge (Sexual Practice, usually that of the mentor) 1.
  Gaming (Choose Game) 1 (2) Ally +2; Traumatic Experience
  –2 
  
  House Manager: 
  As a novice this worker was found to have a certain
  specialty with numbers and figures and was used by a Madam
  or even some decent pimps as a manager and not as worker
  and thus spared from “working”.
  Skills
  Charm  (Seduction) 1(2) Administration (House managem ent)
  or Computer (Personal) 1 (2)
  Mathematical Ability +3 
  CAREERS
  The character receives 10 Development Points to spend
  on her career
  Courtesan: 
  The player spent some time as a Kept W oman in the past
  but has either moved on to a new Patron or has left the
  profession altogether. 
  Skills
  Culture (That of the patron) 1 (2), Language (of the Patron) 2,
  Patron +2, Obligation –1, or Contact + 1, Dark Secret or Shady
  Background  –2.  OPTIONAL take Wealth +2 and balance out
  equal worth of Disadvantages. 
  Professional Prostitute:
   The character worked  as a  Call Girl or in a Brothel under the
  control of a  madam  or other persons.  In the end they got
  away with nothing but their cloths the “Skills” they learned from
  the experience.   They have little to hide as their past life
  follows them around except in some cases when the manage
  to keep it from close friends and fam ily.
  Skills
  Charm (Influence) (Seduction) 2 (3) (3), Knowledge (Specific
  Sexual 
  Practice) 
  2 
  (3), 
  Unarmed 
  Com bat 
  (Choose
  Specialization) 1 (2); Contact +2, Obligation –1, or Ally +2,
  Dark Secret –1
  Hooker:
  The character at one time walked the streets earning a living
  by being a prostitute but has now moved on in either the
  profession or has gain other more productive employment. 
  However they will have a criminal record and will always raise
  suspicions when found out among those they live with and
  around.
  Skills
  Charm  (Seduction) 1 (2), Fast Talk 1, Streetwise (Identifying
  Danger Signs) 1 (2); Alertness +2 Shrewd +1 Distrustful –1
  Hides Emotions –2 or Dark Secret –2 
  ADDITIONAL CAREERS: 
  Typically, prostitute characters don’t serve multiple “tours
  of duty”, like characters with Starfleet training. However, due
  to the nature of the professions those who begin in a
  respectable career on the frontier my find themselves having
  to join the profession as a novice by taking the additional
  career package below.
  Further, if the Narrator wishes, he may allow the character
  to buy “additional careers”. Characters should receive 5
  Development Points for each additional career to be spent on
  Skills and abilities from or related to the packages listed above
  if remaining in the profession or from other Deep Space Nine
  RPG product printed career packages if getting out of the
  profession. 
  SKILLS
  The following sections provide narrators with some notes
  on existing Skills for use with Prostitute characters.
  Non-Prostitutes should not take any of these Skills (or
  Specializations) unless they have the Narrator’s permission.
  ADMINISTRATION (BROTHEL)
  Use to reflect the character grasp of understanding the
  needs and concerns of the profession in the running of a
  proper and respectable brothel.  Used in all skill test
  concerning administrative matter with in a house.
  BARGAIN (HAGGLING)
  The player is able to negotiate a good price for a specific
  product or service.
  KNOWLEDGE: 
  (SPECIFIC 
  SEXUAL 
  PRACTICE 
  OR
  CUSTOMS)
  This skill represents the basic knowledge of the trade so
  to speak.  W hile all know the basics of course for their own
  race or several many have been train or have gained great
  experience in various specific forms of pleasure for their own
  or other races.  For example, each Andorian Keth has specific
  rituals and practices and Ferengi enjoy a good lobe massage
  (Oo-Mox) once in a while. In some cases the character’s
  expertise in a practice is so well known through out both the
  Alpha and Beta Quadrant that they find them selves sought out
  for it. (Any such knowledge at 3 and above adds + 1 to the Skill
  
  Renown. Sexual Customs means only that the character
  knows of other usual or newly discovered races sexual
  methods and needs.
  LAW (VICE)
  The character understands the laws regulating and/or
  prohibiting the profession.  They may use this in locating areas
  were security and law enforcement agencies will pay little
  attention to their semi-legal activity and will be able to deal with
  the law when getting their “people” out of jail.
  SERVICE (COURTESAN) (PROSTITUTE)
  A general knowledge of sexual practices among a widely
  varied set of cultures and social strata. Courtesan specialises
  in upper-class tastes, while Prostitute directs its attention to
  working-class tastes. Other Specialisations of the Service Skill
  outside “the life” include Bartending, W aitress/W aiter and
  Steward.
  STREETWISE (PROFILING)
  Streetwise introduces a new Specialization,  Profiling,
  which gives the character the ability to size up a potential
  customer by identifying certain mannerism and traits. This is
  used more to Identify customers than for safety reasons.
  ADVANTAGES AND DISADVANTAGES
  The following section describes several new Advantages
  and Disadvantages, which apply mainly
  to Professionals; some such as Perky and Cute have wider
  game possibilities also. As always consult with you Narrator
  before using them  first.
  ADVANTAGES
  CUTE (+1)
   The player’s character, while not overly attractive in the way
  the Sexy advantage represents, is still considered very pretty
  and usually possessing a delicate and/or dainty appearance
  and/or personality. They may roll one extra die when making a
  Presence or any Presence edge test.
  PERKY (+1)
  The character is a fun, outgoing and always with an ‘up’
  personality with a firm self-assuredness boarding on being
  cocky. However, sometim es, this is to mask a painful past or
  other negative emotions. The player may roll (at their choice)
  one extra die when making any Charm or Persuasion Skill test
  (in Service (Courtesan) 1 (2) addition to any bonus die).
  DISADVANTAGES
  MISTRUSTFUL (–1 TO –2) 
  The Player has a hard time trusting anyone from either
  past abuse of his or her trust or from a genuine lack of trust
  from the start.  All Presence edge (empathy/willpower) tests
  the player rolls –1 die. At a level of  –2 all Presence Skill Tests
  as well as the Presence edge test suffer the loss of –1 die.
  TRAUMATIC EXPERIENCE (–2)
  The character at some point in their past has suffered an
  emotion trauma. The Player and Narrator should work out
  what this event is and penalize all appropriate tests by rolling
  –1 die. Normally narrators should treat this as a Dark Secret
  –2.
  THE VENUS DRUG
  The so-called “Venus drug” was a chemical compound
  believed to give the user "more" of whatever they already
  have. W om en would become more beautiful and alluring, men
  more aggressive and muscular. In reality. Both groups receive
  the “Sexy +2" Advantage tem porarily.
  As of 2266, the drug was illegal in Federation space.
  Harcourt Mudd gave it to three women whom he was ferrying
  to Ophiucus III as wives for settlers there.  After the USS
  Enterprise intercepted  Mudd's ship, these women ended up
  on Rigel XII, where the deception was uncovered.  There, Eve
  McHuron took a placebo and became as beautiful as she had
  been after taking the drug, raising the question of how effective
  the Venus drug actually was, and how much of a person's
  beauty is due to poise and confidence. 
  Doctors are of the opinion that the drug is largely
  psychosom atic in effect and that there is no known therapeutic
  
  use for the drug.
  Name: Venus Drug
  Dosage: 1 gel tablet
  Duration: 6 hours
  Effect: Confers effect of Sexy +2 for six hours. 
  Repeated use gives perm anent Disadvantage of Weak Will -2
  and Addiction -2
  
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