Bad Beginning Generator
Welcome to the Bad Beginning Generator, a game intended for solo play, as inspiration or creation for characters who were captive sex-slaves, breeding studs, tentacle eggsacks, or otherwise subjected to depersonalizing sexual degradation--and that was not the end of their story. Use this for just some brief personal fantasizing, or to quickly create characters who have such a backstory. As you'll hopefully see, a surprising range of characters can come out of this process, still interesting and fun to play.
Your character has four stats, set by your Origin, which deplete (or sometimes increase) through the phases that follow. The Conclusion will give some directions and suggestions for what to do with your new stats:
- Innocence: your moral, or at least sexual purity, whether from sheltered ignorance or from principled abstention or rejection.
- Competence: your acquired or innate capacity to face challenges and solve problems in a general sense (your character may have specific competence in some specific area, treat this accordingly to taste).
- Willpower: your innate resistance to the corrupting influences that would change your nature, personality, or desires, your ability to "remain yourself" through it all.
- Resilience: your ability to adapt to the corrupting influences, and integrate or acclimate to their effects, becoming something different, but not lesser.
- Sympathy: this always starts at zero, caps out at 3, and is a resource you can acquire and spend, to adjust results you receive. Whether that 'sympathy' comes from your captors and corruptors, or 'The Narrator', or Fate Itself, the Innocent Victim in these kinds of stories usually does catch a break sometimes--albeit at a cost . . .
- Generally the 'worst' result of a phase grants +1 Sympathy. However, you can instead decide to roll for added Sympathy, if your die shows a 6, you get it! If it shows a 1, you don't get Sympathy, but you definitely get it.
- For a 'harder' game, you can spend 1 Sympathy to reroll a phase. For an 'easier' game, 1 Sympathy can improve a stat of your choosing. Either way, Sympathy caps out at 3, spend it or lose it!
These are noted tersely as I, C, W, R, and S. A 0 reflects noticeable weakness, 1 a healthy but unremarkable capacity, and 2 shows impressive ability. A negative amount means a deficit deep enough to seriously hinder your character even after they leave the reach of the corrupting circumstances and can venture on their own. A 3 or higher reflects ability exceeding what any normal person could expect or aspire to.
Optional Challenges
The Bad Beginning Generator serves as a character creation process, but if you want a more interactive and game-like experience, you can use the following additional rules:
- Innocence: plead or bargain for mercy, for your character or for someone else, and generally make circumstances or situations more bearable or humane.
- Competence: sneak, smuggle, cook or clean, hastily repair or repurpose something, when your captor or corruptor would disapprove or punish you for failure.
- Willpower: resist drugs, mind-control, curses, or plain fighting or beatings, in pursuit of freedom (or some other goal).
- Resilience: manipulate or seduce captors, appeal to corrupting forces, accept defilement instead of diminishment.
- Sympathy: you can gain Sympathy if you roll a 6 on a Challenge (even if the relevant stat is low enough to fail).
Challenges may start with the 'Encounter' section, right after your Origin. Simply describe (or imagine) the fateful decision point your character reacts to, what they try to do and how, and pick the relevant stat. Add this to a d6, and if the total exceeds 5, your character sways their fate--this time. This may mean picking the next phase when you would have rolled, or changing what stat decreases from a phase, or even omitting the stat decrease altogether. Note that Challenging every phase will usually give you a lot of leeway, avoid a lot of stat decreases, and generally see your character improve, rather than diminish.
A few examples of using a Challenge:
Your 'competent niche specialist' (I=1, C=2, W=1, R=0) becomes infected with a horny sex-parasite (-I, +C, -W). Before these stat effects take place (and the next phase would start), your specialist uses their Competence to try to concoct a serum that counters some of the maddening, mind-melting hormones and chemical effects, at least for awhile. With C=2, added to a d6, they probably get higher than 5, and succeed (they lose Innocence, gain Competence(!), and do not lose willpower).
Your 'underworld connections' character (I=0, C=1, W=1, R=2) landed in a sex-traffic brothel (-I, -W, +R). And it looks like they're in for ('Impressions') 'brutal treatment' (-C and -1 other). Fighting back would use their now-zero Willpower, but they still could roll a 6! And rolling a 6 gains them Sympathy--which they might spend to recover that Innocence. Or not . . .
Your character has gone through every phase up to 'Incitement', currently (I=0, C=1, W=1, R=1, S=0). Having gotten lucky with some stat increases along the way, when their 'horny wilderness' captor suggests 'bigger plans' (-C or -W), your character uses their Resilience on the creature keeping them, promising better 'service' for better 'privileges' (the next entry down in the phase).
This Challenge system intentionally skews the odds against your character: even a character with a very capable stat has only fifty-fifty odds, and your stats tend to decrease more than increase. Accordingly, failure should demoralize, defile, degrade, or debase your character--but only temporarily, rather than further decreasing their stats. You'll have plenty of opportunities for that later.
These stats also put a clearer frame of reference on 'what your character is like' as they change: a very capable person in these dire straits has fifty-fifty odds when they put themselves to a serious challenge. Only a superhumanly gifted person (3 in a stat) has better odds than that, and someone with a negative stat can't succeed at all. In the unlikely but possible event of getting -2 in a stat, pause and consider: your character now cannot use that area of themselves, anymore, at all. And while they could have a later phase that brings that stat back up, perhaps consider what it would take, to do that for them.
The 'Escape' and 'Acclimation' phases each have a result (or option, if you pick rather than roll) to land your character as they are right now, back at the 'Encounter' phase, a sort of New Game+ you can play through. If your character doesn't manage to use a Challenge to successfully Escape, they'll have a whole new ordeal ahead of them--but possibly a kinder one, if the dice land better. Eventually you'll still reach the 'Conclusion', and see what future awaits after your character's episode finally fades to black.
Origin
Pick or roll for your character's origin, in broad terms:
- Just an ordinary person--caught up in what follows. (I=1, C=1, W=1, R=1)
- Competent niche specialist or expert--got in over your head. (I=1, C=2, W=1, R=0)
- Do-gooder, vigilante, adventurer--finally outmatched. (I=0, C=2, W=0, R=2)
- Courted underworld connections or dark powers--faced a terrible price. (I=0, C=1, W=1, R=2)
- Demigod, superhero, or equivalent--faced your bane or power-neutralization. (I=0, C=2, W=2, R=0)
- Proceeded mostly-knowingly and mostly-willingly--for someone else' sake, earnest desire, or hopes of some reward. (I=1, C=0, W=1, R=2)
Encounter
Pick or roll for the (first) sort of corruption to clutch your character:
- Sex-traffic brothel, detained for clients' use. (-I, -W, +R)
- Captive sex-slave, trained and altered for a single captor's delight. (-I, -C, +W)
- Induction into a sex-cult, initiation to their rituals and beliefs. (+I, -W, -R)
- Experiment gone wrong (or right), turned lewd and sexualized as a side- or primary effect. (-C, -W, +R)
- Parasite, possession, cybernetics, intended to sexualize you for some other purpose. (-I, +C, -W)
- Stranded in a horny wilderness, subject to locals or wildlife. (-I, +C, -R)
Impressions
Pick or roll for your starting circumstances:
- Brutal, even sadistic, you don't know if you'll survive this. (-C and -1 other)
- Harsh and grueling, a struggle to endure. (-C)
- Traumatic and intense, but with unexpected comforts and bright spots. (-W, +R)
- Deceptively gentle or peaceful, until the slightest mistake. (+W, -R)
- Inscrutable, implacable, and indifferent to what you do. (+C or +R)
- Seemingly compassionate, coaxing you into your fate. (+I, +1 other)
Response
Pick or roll for how you deal with this:
- Denial: this can't be happening, it can't be like this! (-C, -R, +S)
- Submission: short of completely shutting down, complete passivity. (-W)
- Desperation: scraping for any mercy, relief, or reprieve. (-I or -W)
- Acceptance: enduring what you have to, without testing yourself or your limits. (No changes.)
- Resistance: noticing and staving off insidious influences. (+I or +W)
- Cunning: bargaining, planning, snatching any edge you can. (+C or +R)
Descent
After your Encounter has had its first effects and you realize 'how things are now', you inevitably settle in:
- Almost reflexively 'assume the position' upon waking up. (-C and -R, +S)
- Furtively try to postpone whatever new debasement today brings. (-W and -R)
- Take your lickings, dickings, or otherwise, as best you can. (-W)
- Connive or cajole your captor or corruptive force into mercy or favor. (-C or -W)
- Sneak or scheme toward escaping this fate, before it's too late. (+C, -W)
- Understand 'how this works', your captivity and corruption, and what it means. (+R)
Incitement
Your corruptor, captor, or general circumstances change, whether in response to your changes, or from some other reason:
- You're an easy source of gratification--and thus the favorite one. (-R, +S)
- Especially brutal and sudden mistreatment leaves you wondering if you 'deserved' it in spite of yourself. (-W)
- Your captor reveals or implies they have 'bigger plans' for you. (-C or -W)
- You've earned certain privileges that might not make you proud, but you might make use of. (-I, +R)
- They seem to barely pay attention to you beyond the usual use or degradation, which might give you a chance. (No changes.)
- They have principles or a way of seeing things--and now you're worth imposing those. (+I or +R)
Reaction
Pick or roll for what this prompts you to do out of the norm:
- You may as well just give in and accept your fate. (-I, -W, +S)
- Horrified but thrilled, a part of this appeals to a part of you. (-C or -W)
- It was bad before, but this? You have to resist--which brings consequences. (+W, -R)
- There must be some way to turn this around, or something to take advantage of. (+R)
- Maybe this is right--or at least fighting it is wrong. (+I)
- You might resist your fate, but you don't resist yourself: you enjoy some of this. (+C or +W)
Escape(?)
Your captor tries to sell you off, your keeper slackens, the corrupting influence goes dormant, offering you a chance to escape these clutches. Pick or roll:
- You've fulfilled your purpose, and have no other. You're discarded. (-I, -W, +S)
- You have a new owner or keeper (or captor exploiting your degraded state). (-C or -W, return to 'Encounter' above.)
- You narrowly escape--suffering some injury or mental damage in the process. (-C)
- This lapse just barely lets you escape detainment or control with only the spunk on your back. (No changes.)
- You have the chance to smuggle some item or learn some useful secret or revelation for later. (+R)
- Your captor or corruptor wants to release you, for purposes of their own. (+W or +R)
Acclimation
After your captivity or other ordeals, freedom is at least as challenging, maybe moreso. You can do what you want now: do you remember how to want, and can you want anything good? What do you now consider 'good'? What can you still do to get it?
- You need a keeper, an owner to serve, and to take care of you. (-C, -W, +S, return to 'Encounter' above.)
- You can't let this ever happen again, and withdraw into seclusion. (-C, -R)
- Your old life rejects you, with outright hostility and disgust. (-I or -W)
- Your old life has simply moved on, leaving you to fend for yourself. (-C, -W, +R)
- A few merciful ties and a few useful resources remain, helping you start over. (+C or +R)
- You can't return to your old life--but you can start a life you enjoy. (+R and +S)
Conclusion
After your Acclimation, you embark on your Bad Beginning! Pick or roll for the trajectory of your new life:
- You make the ideal sex-slave for someone of discerning tastes, either you find them, or they find you. Describe the captor (or corruptor) that you want to serve, forever.
- You can't do very much anymore, but what you can do, you do very well. What kind of 'special business' do you conduct, what services do you offer, to whom?
- You don't need an owner! But you do need a . . . caretaker, someone (or some thing) that understands what you've become, and does not take advantage of you (too much).
- You're going to make it/them pay! Or think you will. When your attempt at revenge fails, they recapture you. Do they even treat you any differently? Taking their own revenge on you would be obvious--but do they instead have respect for your nerve, or see some use for you that they didn't before?
- You're going to make it/them pay--and succeed! And punish them. Do you degrade them like they did you? Are there other or new captives? If so, what do you do with them? Do you find others to sexily defeat, or other victims to handle?
- You know all too well why your captor or corruptor kept you: it feels good. You might need to try your hand a few times, on a few promising victims, to refine your technique. Do you bring them back in your place, or as trade, or join your captor or corruptor on the powerful side? Or do you have your own ideas to pursue?