Re: [TML] always have some prostitutes ready... cnl.rubicon@juno.com (12 Oct 2017 22:52 UTC)
Re: [TML] always have some prostitutes ready... Andrea Vallance (13 Oct 2017 00:21 UTC)

Re: [TML] always have some prostitutes ready... cnl.rubicon@juno.com 12 Oct 2017 22:50 UTC

Greetings Andrea,

A number of years ago I took an existing write up for the Companion Career (Firefly base) created for Mega-Traveller and attempted to round it out and adjust it for CT. The original is from StuffOnline (Courtesans) at (trisen.com/sol/default.asp?topic=10&page=19) and is still there.

If you are willing to give it a good dose of reality that only someone with your background can, I would be grateful. I do not have the background that can do so.

And if anyone wants to use this in their Traveller Universe, feel free. Just give credit where credit is due.

Thanks for your time,
Clifford Linehan
The Core Route Projects

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Companion
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Original write up: StuffOnline (Courtesans) at (trisen.com/sol/default.asp?topic=10&page=19) Copyright © 2008 Peter Trevor has a page for the Courtesans Career for MegaTraveller.
I have modified it for Classic Traveller and my Traveller Universe.
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Overview
A Companion is a skilled, well-educated and well-respected member of a guild of professional courtesans/entertainers, somewhat similar to the Oiran (Oiran were high-class courtesans in ancient Japan on Terra) and the Hetaerae (Hetaerae were high-class courtesans in ancient Greece on Terra). A Companion is the picture of beauty, elegance, and refinement; in their most positive aspects.

Companions are part of the social elite, often accompanying the wealthy and powerful. They have considerable ritual and ceremony surrounding their services, which appear to extend beyond sex to nurturing psychological and emotional well being. While they do engage in a form of state-sanctioned prostitution, they are nonetheless treated with a great deal of respect and deference from nearly everyone, though non-guild prostitutes are generally treated in the reverse, even if they are former Guild members. The only type of paid escort that a Imperial noble can have (without committing an unforgivable social “foh paw”) is a Companion. Consorting with an unregistered common prostitute - just isn’t done and can earn you a black mark in the the Registry.

“It means that, from now on, you’ll have to depend on your charming personality to get women. God help you!” - Anonymous Noble, Commenting on the ramifications of receiving a Registry black mark.

While public attention is focused on the world leaders and the senior nobles who govern the Imperium, few truly see the legions of Companions around them. Part social parasite, part facilitator greasing the wheels of government a Companion can wield immense influence. Companions are part of the social elite, often accompanying the wealthy and powerful. A Companion can get things for their patron that their patron cannot, or should not, buy. And without them the Imperium could not function as it does. They have considerable ritual and ceremony surrounding their services, which appear to extend beyond sex to nurturing psychological and emotional well-being.

Companion training includes social and physical grace, at least some performing arts, and psychology. Companions choose their own clients, and can have ungracious customers banned from any Companionship (This ban is enforced by ‘The Registry’, an Imperium wide database that allow all Companions to review client information). Many Companions have a number of frequent clients, and take both male and female clients as they choose, although most of their clients are of the opposite sex.

Not every relationship a Companion has with an Imperial Noble is sexual in nature. Many are just there to be decoration on the Nobles arm for the evening. Many a male Noble has traveled alone, or their spouse may not join them at the specific social function, so it would cause a scandal to have a non-related female, other than a Companion with them. Because when a Companion says “Nothing happened”, your spouse can believe it.
It is also common in the Imperium for a high ranking Noble to hire a Companion to be a social guide and chaperone for one of their coming of age children. as well as some Nobles who travel with their children and are in need of a quick qualified babysitter for the evening have found a Companion more than up to the job, but this is rare, as Nobles with such dependents almost always have nanny on staff with them.
Some female Companions end up in an elite group called “The Sisterhood”. Almost a chivilric knight’s order, the Sisterhood works towards ensuring stability across the Imperium (one of thousands of such groups). Members of the Sisterhood will put their own order’s agenda above that of their patron. Currently no such order exists for male Companions, but a male Companion is never ignored by the Sisterhood.
After character generation, when at Court all task rolls use Influence in lieu of Soc. Influence is calculated as Soc + Patronage bonus + Rank in Sisterhood (if applicable).
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Pre-’enlistment’
College (Four Years)
Admission       9+      DM +2 if Edu 9+
Success         7+      DM +2 if Int 8+
OTC/NOTC/AOTC   8+      DM +1 if Soc 10+
Education       1D-2    DM +1 if Int 9+
Honors          10+     DM +1 if Edu 10+
Education throw determines the increase in education score; Throw of less than one is one.
If a character has SOC 9+, DEX 8+, and has graduated with honors from college, but did not take OTC/NOTC/AOTC, they are allowed to attend Guild Finishing School. Failure to meet the requirements ends any chance the character has of being a Companion ... an alternative career must be pursued.
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Guild Finishing School (Two Years)
Admission       9+      DM +2 if SOC 11+
Success         7+      DM +2 if EDU 10+
Skills All graduates receive +1 EDU, +1 SOC, as well as the following skills: Carousing, Pilot, Streetwise, J-O-T, Steward, and Vehicle.
Upon graduating from Guild Finishing School they may embark on a ‘career’ as a Companion, moving in circles with nobles and other world leaders. Failure ends any chance the character has of being a Companion ... an alternative career must be pursued.
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Service
The life of a Companion is made of a series of one year activities. For each year roll on the Annual Activity Table (there is no ‘initial training’ beyond Finishing School) and resolve as appropriate. The character should decide if they are sports orientated or arts orientated, and use the appropriate column. If “Court” is thrown then roll on the Court Table.
There is no retirement or “mustering out” in the conventional sense, the player should decide in advance how many years will pass before play starts.
The income a Companion earns for their services is standard across the Imperium and the rates are set by the Guild. However, all of this income is automatically invested in upkeep so is not available as savings. The upkeep is dresses, jewelry, transportation (always High Passage or ship upkeep if gifted with a starship), beauty products, fine furnishings, and anything else to keep up status and image.
On a roll of 12 a female character will be approached to join the Sisterhood. (If not a female character, or already a member of the Sisterhood then treat this roll as “Court”.) Joining is optional. If the character accepts then she gains TAS membership. Resolve the year as “Court”.
When considering Anagathics the character can select either their homeworld, their patron’s homeworld, or the world of the Court (if at Court) for DMs to find the anagathics. Members of the Sisterhood have an additional DM of +2 to find anagathics.
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Annual Activity Table
2d6     Sporty Path         Arty Path
2       Sporting Life       Art Appreciation
3       Sporting Life       Art Appreciation
4       Sporting Life       Art Appreciation
5       Sporting Life       Art Appreciation
6       Touring             Touring
7       Touring             Touring
8       Touring             Touring
9       Court               Court
10      Court               Court
11      Court               Court
12+     Join Sisterhood     Join Sisterhood
DM +2 if member of Sisterhood
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Court Table
1d6       Court
1       World Court
2       World Court
3       Subsector Court
4       Subsector Court
5       Subsector Court
6       Sector Court
7       Sector Court
8       Imperial Court
9       Imperial Court
DM + rank in Sisterhood
Once the main activity of the year is known, consult the Activity Resolution Table.
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Survival
A character risks some chance of injury or death in everyday activities. To survive the character must roll the indicated number or higher on 2d6. If the throw is not successful, the character is injured. If injured then for the next 1d3 years treat any “Sporting Life” activity as “Resting”.

Patron
One of the key aspects of a Companion is to have influence and money. This usually comes from a patron to whom the Companion becomes a social companion and escort. Roll the indicated number on 2d6 for the character to acquire a VIP as a patron (if successful then roll on the Patron Table for further details) or to keep the Patron acquired from the last year. Where a patron is a noble with multiple ranks (eg. the Duke of Regina is a Baron, Count, Subsector Duke, and Sector Duke) use the highest rank at which he is rolled. There is no set limit on the number of Companions a noble may patronize ... however, when at court an unmodified patron throw of exactly 12 indicates ‘most favored above all others’ (and gains an additional +1 Influence).

Gift
Companions are given gifts by their patrons. Said gifts are above and beyond the normal fees that a Companion collects for services and can be set aside as savings. If the character has a patron roll the indicated number on 2d6 to see if the character receives a substantial gift this year. If successful then roll on the Gift Table for further details.

Promotion
Members of the Sisterhood may gain additional influence through service to the order. If the character is a member of the Sisterhood then roll the indicated number or higher on 2d6 to advance a rank. However, there is a limit of 1 rank advancement per term.

Skills
A character may receive skills as a result of their activities. If the character rolls the indicated number or higher on 2d6 then they gain a skill from the appropriate column of the Skill Table (determined immediately). Members of the Sisterhood can elect to roll on the Sisterhood column instead the usual column.

Med Exam
Once every year, this is the annual medical exam. Failure indicates that the exam has found a social disease. Then for the next 1d6-3 years (minimum 1 year) treat any activity as “Resting”. Effectively the Companion in on a forced medical leave until cured.
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Activity Resolution Table
              Sport     Art
2d6           Life      App       Resting       Touring       Court
Survival      3+        3+        3+            3+            3+
Patron        7+        7+        12+           10+           6+
Gift          8+        8+        12+           9+            5+
Promotion     N/A       N/A       N/A           6+            8+
Skills        6+        6+        N/A           8+            10+
Med Exam      3+        3+        3+            3+            3+
Patron: DM +2 if rolling to keep existing patron
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Skill Table
        Sport       Art         Touring        Court
1d6     Life        App         Life           Life             Sisterhood
1       Carousing   Carousing   Carousing      Carousing        Leader
2       Pilot       J-O-T       J-O-T          Interrogation    Admin
3       Gun Cbt     Streetwise  Streetwise     Streetwise       Liaison
4       Vehicle     Forgery     Liaison        Liaison          Instruction
5       Blade Cbt   Broker      Bribery        Blade Cbt        Gambling
6       +1 DEX      +1 EDU      +1 EDU         +1 EDU           +1 INT
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Patron Table
1d6     Patron Type              Influence Bonus
1       Captain of Industry      +1
2       Major politician         +1
3       Baron (C)                +2
4       Marquis (D)              +2
5       Count (E)                +3
6       Duke (F)                 +4
7       Sector Duke              +5
8       Archduke                 +6
9       Imperial Family          +6
10+      Players Choice or Roll 2d6 without DM’s
DM + rank in Sisterhood
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Sisterhood Rank Table
        Rank Title              Influence Bonus
1       Sister                     +1
2       Companion                  +2
3       World Companion            +3
4       World High Companion       +4
5       Subsector Companion        +5
6       Subsector High Companion   +6
7       Sector Companion           +7
8       Sector High Companion      +8
9       Imperial Companion         +9
10      Imperial High Companion    +10
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Gift Table
1d6     Cash          Material
1       Cr2,000       Weapon
2       Cr2,000       Weapon
3       Cr5,000       High Psg
4       Cr10,000      High Psg
5       Cr10,000      High Psg
6       Cr20,000      TAS Membership
7       Cr30,000      Attendant
8       Cr50,000      Subsector Passage
9       Cr100,000     Yacht
10+     Cr250,000     +1 Soc
DM + Patron’s influence bonus
A Companion’s ‘Attendant’ will usually be some type of valet robot, but might occasionally be a sophont.
The Subsector Passage is a set of 10 tickets that allows the Companion to travel as a High Passenger. The sets cannot be broken up and must be used by the same passenger. If cashed in they are worth Cr90,000. No cashing in unless all tickets are unused.
The Social promotion can only be given by a Patron of higher Rank and cannot go higher than Rank F Duke and is always an Honor Noble, otherwise take Cr250,000. Strictly speaking the patron does not grant the +1 Soc, but successfully petitions an Archduke or the Emperor for the promotion.
Weapon benefit can be taken as physical gift or a +1 skill level to an existing weapon combat skill. The Companion could end up with a large collection of weapons to decorate the home.
A second and subsequent rolls of a Yacht or Travellers’ is taken on the Cash table.
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Example character
Jessica Dividon comes from Efate/Regina. Her initial UPP is 484899
She attends college and graduates with honors; +1 EDU; UPP: 4848A9
Next she attends finishing school; +1 EDU, +1 SOC, Carousing+1, Pilot+1, Streetwise+1, J-O-T+1, Steward+1, Vehicle+1; UPP: 4848BA, Influence=10.
Jessica decides to be “arty” as her physical attributes are weak. Year 1 she rolls 6 (Touring). Survival is successful. For a patron a 6 is thrown (no patron). No patron means no gift. Jessica is not in the Sisterhood so no roll for promotion. For skills she throws 10 and thus will gain a skill. Throwing 1 on Touring Life gains her Carousing+1 (to level 2).
The next year she rolls 10 (Court). A 5 indicates she’ll be spending time in the Regina Subsector Court. Survival is automatic. For a patron she throws 9 ... and then a 4 indicates a Marquis has taken a shine to her (perhaps the Marquis of Efate). Jessica tries to get a gift from her patron and throws 8 (yes) and then 5 (+2 for patron) to gain Cr30,000. Jessica is not in the Sisterhood so no roll for promotion. For skills she throws 10 and thus gains a skill. Throwing 2 on Court Life gains her Interrogation+1. (Influence=12)
The next year she rolls 4 (Art Appreciation). Survival is automatic. For a patron she throws 7+2 (she’s able to keep the Marquis of Efate as a patron). Next comes an attempt at more cash ... a 3 means no. Jessica is not in the Sisterhood so no roll for promotion. For skills she throws 8 and thus gains a skill. Throwing 3 on Art Appreciation gains her Streetwise+1 (to level 2).
Now 28 she rolls 11 for Court. A roll of 2 indicates a World Court ... so she’s returned to Efate. Survival is automatic. For a patron she throws 6+2 (she’s able to keep the Marquis of Efate as a patron). She tries for cash again ... a 7 means yes, then a 5 (+2 for patron) gets her another Cr30,000. Jessica is not in the Sisterhood so no roll for promotion. Finally, a 7 is not enough for a skill.
For the first year of the second term she rolls 8 (Touring). Survival is automatic. For a patron she throws 7+2 (she looses her patron). No patron means no gift. Jessica is not in the Sisterhood so no roll for promotion. Finally, a 12 gains her a skill (a 2 of Touring Life indicates J-O-T+1 ... to level 2). (Influence=10)
At the tender age of 30 Jessica rolls 6 (Touring). Survival is automatic. For a patron she throws 10 ... and then a 6 indicates a Duke has become her patron (the Duke of Regina has noticed her). Jessica tries to get a gift from her patron and throws 9 (yes) and then 1 (+6 for patron) to gain another Cr30,000. Jessica is not in the Sisterhood so no roll for promotion. Finally, a 8 gains her a skill (a 3 of Touring Life indicates Streetwise+1 ... to level 3). (Influence=14)
The next year Jessica rolls 12 (Join Sisterhood) and gains TAS membership. This is resolved as Court (a 3 indicates Subsector Court). Survival is automatic. For a patron she throws 9+2 (she’s able to keep the Duke of Regina as a patron). Jessica tries to get a gift from her patron and throws 6 (yes) and then 6 (+6 for patron) to gain Cr250,000. As a member of the Sisterhood she might be promoted ... a throw of 4 (-1 for second term means no). Finally, an 11 gains her a skill ... she chooses the Court Life column (but could have chosen Sisterhood instead) and throws a 4 indicating Liaison+1. (Influence=15)
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Jessica Davidon
Companion in the Regina Subsector Court
Known to the Duke of Regina, and previously the Marquis of Efate
Member of the Sisterhood (level 1)
Member of TAS
UPP: 4848BA
Age: 31
Influence: 15
Skills
Streetwise-3, Carousing-2, J-O-T-2, Pilot-1, Interrogation-1, Liaison-1, Steward-1, Vehicle-1
Cash: Cr340,000
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I Felt Like Someone Was Blowing Up A Balloon In My Stomach
Activated You
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