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 an 80% chance of female prostitutes and a 20% chance of male prostitutes.
2. Choose an appropriate race in respects to the environment (i.e. area, population, politics, etc).
3. Generateability scores as described in your RPG system. The prostitute's 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 follows:
- 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 comebad 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 comegood 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 calculated 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 the charisma bonus of the client. 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 12 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 than dwarves. Thus, prices for humans would probably be more.
Additional costs can manifest themselves when patronizing a courtesan. A player might have to spend money on a meal (they have 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 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: Colour Statistics
Die Roll
Hair Colour
Eye Colour
Complexion
01-13
Brunette
Lt. Blue
Dusky Olive
14-26
Blonde
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
Bald
Each Eye Diff.
CHOOSE
Table 5: Age
Race
Base
Modifier
Dwarf
5d6
Elf
5d6
Gnome
3d12
Half-Elf
1d6
Halfling
3d4
Human
1d4
Table 6: Vital Measurement Statistics
Die Roll
Vital Stat.
01-30
22"
31-50
23"
51-65
24"
66-77
25"
78-82
26"
83-85
27"
86-90
28"
91-94
29"
95-97
30"
98-99
31"
31"
*Add the Constitution-Bonus to the Vital Statistic