The Yuko Ichihara Bad End Simulator!
Thank you for purchasing the Ichihara Bad End Simulator, an erotic roleplaying appliance designed for fast and easy simulation of sexual corruption, transformation, degradation, and other Bad Ends for roleplayed protagonists! With these simple guided instructions, you'll soon have a custom Bad End experience for characters of your own, or your money back!
Initial Setup
First, assemble your erotic roleplay components and materials (not included):
- Two or more roleplay participants, of which, one will serve as the Game Manager and main narrator.
- Consensus among the participants, for what setting and premise, what characters to include, and what type of content to emphasize or exclude.
- A six-sided die or equivalent generator of random numbers between 1 and 6.
As an example to follow, Gina will serve as a hypothetical GM, and her friend Patty will play a protagonist, or PC, named Polly. Gina and Patty would like a science-fiction setting, in which nefarious forces will turn Patty's PC, Polly, into a living rubber doll! Gina and Patty both like sexual penetration and degrading treatment, but neither likes physical violence or injury, so they agree on what to emphasize and what to exclude when Gina describes the world and difficulties and non-protagonist characters that Polly meets. Patty, the player, knows what approaches to expect and to try, and what possibilities to ignore. And Gina brought a shiny numbered cube as a courtesy.
Creating a Character
The Ichihara Bad End Simulator uses very simple rules to help the GM and players describe events leading up to a Bad End, starting with a description of the character that will meet the Bad End. The rules do not account for tactical combat, or specialized skills, or superhuman or supernatural powers that a protagonist might possess, but for simple home use, follow the procedure below to create your starting character:
- Give your character a name and a basic description if you haven't already.
- Give your character two, three, or four Fields which corruption or other changes can affect.
- Give your character a fund of three Willpower points and three Integrity points.
Your character's Fields serve as broad areas that corruption, degradation, transformation, or other events can target, such as "upper body", or "breasts", or "robotic behavior". You can use fairly narrow Fields, or very broad ones, and you can also make Fields very concrete and tangible, or abstract and conceptual. The player(s) and GM should agree clearly on a 'total package' of what the Bad End can have as its result on a character once fully corrupted. This 'total package corruption' should help guide the choice of Fields.
Using fewer than three Fields (for example only "upper body" and "lower body", or "physical" and "mental") will mean fewer chances for individual events to change the character, and each Field will have a wider scope. Using more Fields will mean more narrowly-focused changes, and will require more changing events to completely change a character.
For our example, Polly has a name ('Polly'), and Patty describes her as "skinny, mousey, plain, and fairly nerdish". Polly has Fields for "body shape", "body texture", and "coloration/details". This will let Gina use the 'nefarious forces' to change Polly's physical build, the rubberyness of her body, and any miscellaneous features suited to a living latex sex-doll.
Each Field can support a maximum of three Tags, individual changes or corruptions that the PC sustains. When a Field has three Tags of changes applied to it, that Field can no longer receive any changes or corruptions. The GM can propose a Tag that overwrites an existing Tag, without adding a new one, but once a Field has its maximum number of Tags, that area of corruption, transformation, or degradation has finished its course.
Starting characters each have a fund of Willpower and Integrity points, which the player can use to pass Tests for their character, in which the player rolls the six-sided die to determine success at a challenge, or resistance to an effect. Adding more Willpower or Integrity will allow a character to succeed for longer without becoming corrupted or altered.
Willpower and Integrity help to guide roleplay, as they correspond to the character's mental state in a very general way. Losing Willpower results in decreasing resistance or defiance against adversity, while losing Integrity means less inhibition or reluctance to participate in corruptive or degrading acts. See the following charts:
- At 3 Willpower, a character acts like themselves, pursuing their own agenda and overcoming obstacles they face along the way.
- At 2 Willpower, a character feels reluctant to continue, may want to withdraw or follow someone else's lead, or not know what they should do.
- At 1 Willpower, a character has difficulty making their own choices, resisting commands, or making complex plans for their wellbeing.
- At 0 Willpower, a character remains playable, but will tend to passively accept things that happen to them, comply with conditions or commands, and generally lack their own motivation or direction.
- At 3 Integrity, a character acts like themselves, rejecting anything dramatically opposed to their personality or nature, and resisting degradation to their identity.
- At 2 Integrity, a character feels some temptation from the scenes or events they've encountered, but can still resist it.
- At 1 Integrity, a character likes the direction that their changes or degradation leads, though they may still value their old life.
- At 0 Integrity, a character enjoys the new life that their 'Bad End' would mean, and any reservations they have amount to a question of their control more than anything else.
Using these metrics as guidelines, a character with all of their Willpower and Integrity would make a classic Hero(ine). A character who has lost their Willpower but still has Integrity would equate to an unwilling victim. A character with Willpower, but no Integrity, has likely become a sort of anti-hero(ine), corrupted but not broken. A character with neither Willpower nor Integrity has fully lost themselves to their Bad End, and resigned to their erotic fate.
Using the Rules
Your Ichihara Bad End Simulator uses a simple six-sided die to determine whether the protagonist succeeds or fails at a challenge, or resists an effect caused by the corruption or other nefarious forces. Whenever the GM determines that the PC could fail or could suffer alteration or degradation, the GM calls for a Test.
Tests have a Target Number, or TN, which starts at 3, but can vary during play. In order to succeed at a Test, the player must roll a higher number on their die than the TN. If the die shows the same or lower value as the TN, then the character fails at their efforts or sustains the transformation or effect that threatened them.
The player may spend either Willpower or Integrity to have their character succeed in spite of failing the Test. When the player does so, they should describe their character exerting will and determination, or resisting temptation. The next Test will increase the TN by 1, making success less likely.
Fortunately when the player fails a Test, the TN resets to 3. The player does not receive any spent Willpower or Integrity, but their odds on future Tests return to normal.
However, failing a Test also means that the PC fails at the task they attempted, or sustains some change, transformation, or degradation, or possibly both. As an example, Patty describes her character Polly attempting to pick open a lock. Gina thinks that Polly could do this, but could also fail, and that both outcomes sound interesting.
Patty rolls a six-sided die and gets a 2, which does not beat the TN of 3. She would need a 4 or higher to win this Test normally! Patty decides to spend some of Polly's Integrity to succeed anyway, and pick the lock.
Inside the room, Gina describes what Polly finds: a cluster of shiny, faceless, feminine mannequins--which suddenly turn toward her and start to advance! And behind them, a suspiciously cluttered workbench, covered with important-looking notes and colorful bubbling chemicals. Polly would probably want to investigate that, but more urgently she should keep these mannequins from accosting her!
Gina says that Polly needs a Test to deal with the mannequins first, with a TN of 4 to beat, since Patty spent Integrity and hasn't yet reset her TN by failing a Test. Patty rolls a 4, which just barely fails, and Patty decides to take this loss. So Gina describes the jerky, lurching, twitching motions of the eerily coordinated mannequins as they surround Polly, grapple her in place, and start removing her shirt.
They target Polly's Field for "coloration/details", and turn Polly's bared breasts into smooth, pink, nipple-less mounds, groping and squeezing and seeming to 'wipe off' Polly's nipples as if they were painted on! But they fixate intently on her breasts, giving Polly another chance to distract or escape the small team of mannequins, with another Test. Since she failed her last Test, the TN has reset to just 3, 50% odds.
Patty rolls a new Test, and gets another 4, but this time that suffices! She describes desperately breaking out of the mannequins' arms, and heading for the workbench to douse the mannequins with the first bubbling bottle of unknown fluids she can grab. And as luck would have it (since Patty succeeded), this chemical happens to dissolve the mannequins on contact, gaping holes and lines like slices opening up in their twitchy bodies, practically dismembering them and leaving inanimate chunks on the floor.
Now, Polly can try to make sense of what she's found on the workbench, and either reverse what's happened to her, or at least learn where she can go and what she can do next! Right now, she has 3 Willpower, 2 Integrity, and only one change, her "coloration/details" Field has a Tag of "bare and smooth", marking her as partly dollified. It probably won't stop there, of course, but it's a start toward her Bad End.
Reaching Bad Ends
The Ichihara Bad End Simulator can simulate a wide variety of corruptive, transformative, or degrading Bad Ends for your PCs to experience, limited only by the players' preferences. But these rules work best for short and fast-paced progressions, with significant and discrete changes to PCs toward an agreed conclusion.
The player of a PC can decide at any time that suits them that their PC has reached their 'Bad End', and narrate their character succumbing to changes imposed on them, or submitting to the fate in store for them. However, if the player doesn't commence their Bad End deliberately, the PC's Willpower, Integrity, and Tags set some natural bounds for an official start of a Bad End, and the conclusion of a PC's story.
When a PC has lost all of their Willpower, they no longer have an inner motivation to pursue their own goals, and would likely accept whatever fate the corruption has in store for them.
When a PC has lost all of their Integrity, they no longer resist what happens to them, and in fact enjoy the fate awaiting them, as much as they can understand it.
When a PC has their Fields filled with Tags, they have finished all of the distinct changes of the corruption, indoctrination, or transformation, and whether they have remaining Willpower and Integrity or not, they can no longer expect to reverse what's happened to them.
While a player can play their PC well past any or all of these limits, each presents a different kind of suggestion to resolve the PC's descent toward their Bad End, and bring the story to a resolution.
To round out the example, Patty's subsequent Tests have depleted Polly's Willpower and Integrity one at a time, and Gina has afflicted Polly with:
- Color/Details: [No Nipples], [Toxic Neon], [Featureless Head]
- Body Texture: [Buoyant Curves], [Stretchy Holes], [Stiff Limbs]
- Body Shape: [Ridiculous Rack], [Clapping Cheeks], [Waifish Waist]
Even with Willpower and Integrity, Polly has fairly conclusively become a living rubber sex-doll. She might have reached this state before losing all of her Willpower or all of her Integrity, in which case Patty can focus on depicting Polly gradually adjusting to the changes to her body. Or, she might have lost her Willpower and Integrity earlier, with Patty focusing on purely reactive and instinctual efforts from Polly, to avoid obvious danger or threats, while gradually becoming more and more of a doll.
In either case, Patty now has a convenient list of traits if she wants to show off this end result to others, or play Polly as a character who has already emerged from this Bad End as her 'origin story', all with the help of the Ichihara Bad End Simulator!
Extensions and Attachments
While your Ichihara Bad End Simulator provides a simple and easy solution for bringing protagonists to Bad Ends of your own devising, you can further customize your Bad End experience with several user modifications, no tools required!
Changing the amount of Willpower and/or Integrity will directly adjust how long a player can press their PC through adversities and bad luck from Tests, but may require some judgment on portraying the PC's diminishing 'inner motivation' or 'reluctance toward depravity'.
Adding a new dimension alongside Willpower and Integrity, for instance, 'Spiritual Purity', or 'Sharp Wits', can allow you to reflect a character with unusual (but decreasing or changing) abilities or skills, such as magical power, futuristic hacking, or other powers or traits that an ordinary protagonist wouldn't have when facing Bad Ends. If you want to keep the same amount of Tests that the PC can succeed through, use a maximum of two points for Willpower, Integrity, and your third resource.
Using Fields that can each sustain three Tags allows a PC to at least try to pursue a cure or remedy that may restore an entire Field. While normal use of your Ichihara Bad End Simulator would usually assume a Bad End as quickly as narratively possible, you can prolong a PC's approach to their Bad End in this manner, or pivot to a different Bad End. For example, a PC may have a 'Mental' Field and sustain a number of changes to their intelligence, knowledge, or personality, that may seem enjoyable at first, but become difficult to enjoy with further play. Restoring or modifying the Tags on this Mental Field can allow the player to keep playing their PC, and still have an inevitable Bad End, but with easier roleplay for the players (if not the PC).
Changing the number of Tags that a Field can have will greatly affect how sudden or fine-grained the PC's changes will progress. A total of three Tags supports a fairly quick progression toward a very drastic Bad End, with a PC dramatically altered in very noticeable stages. Decreasing this limit will mean a faster approach to 'total transformation' into the PC's Bad End, and increasing it allows more individual details and more steps between the beginning and the end.
Changing the number of Fields has a similar effect to changing the limit of Tags, but Fields also help collect and categorize the Tags that a PC receives, as described above. Use two Fields if the 'total package' Bad End seems very simple, and use four or more if the Bad End has a lot of divergence from a 'normal person' (or at least, the PC's state when they start out).
As an example of a 'simple' Bad End that Patty might put her character through, a 'Goth Slut' may have only two Fields, for "appearance" and "attitude". As Polly becomes Persephone, her "appearance" Field can take on Tags like "revealing fishnet", "salacious tattoos", and "provocative piercings". Her "attitude" Field might take on Tags like "nihilistic nympho", "sullen slut", and "sarcastic streetwalker". Polly still has Willpower and Integrity, and Patty can still use these to pass Tests and prevent changes temporarily, but Willpower and Integrity only give a very broad measure of a PC's mental state. The "attitude" Field holds very specific mental changes for Patty to explore and Polly-Persephone to express.
As an example of a more complex Bad End, Patty may want a PC to become a 'Spider Queen', with Fields for "body", "behavior", "diet", and "environment". Possibly each of these Fields has a limit of two Tags, instead of three, keeping a similar number of individual steps, but now the changes toward a Spider Queen have distinct types of change. And as stated above, Polly can at least try to resist the "diet" changes that compel her to feed on 'fluids', or try to undo the "body" changes that cover her with chitiny carapace, as Gina and Patty proceed with play.
Lastly, the GM can offer to restore points of Willpower or Integrity to the player, either as a benefit of accomplishing important tasks, or to reflect recovery during a period of safety or relaxation. Of course, 'important tasks' may mean "undoing one or more Tags or Fields of changes", or might mean "enjoying or directing the changes". And similarly, 'safety or relaxation' could mean either "briefly escaping from corruptive influences", or "temporarily indulging in the life that the Bad End would make permanent". Restoring Willpower and Integrity not only allows a PC to succeed at tasks and resist changes for longer, it also reflects an improvement of the PC's mental state, either toward their 'former self', or acclimating to the changes they've received.
We hope you'll enjoy the Ichihara Bad End Simulator for many protagonists, Bad Ends, and years to come!